--- deliantra/server/socket/loop.C 2006/09/10 13:43:33 1.6
+++ deliantra/server/socket/loop.C 2009/10/12 14:00:59 1.82
@@ -1,32 +1,27 @@
-
/*
- * static char *rcsid_loop_c =
- * "$Id: loop.C,v 1.6 2006/09/10 13:43:33 root Exp $";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002-2003,2007 Mark Wedel & The Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 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 Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
+ *
+ * The authors 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.
@@ -34,556 +29,262 @@
* \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.)
*/
-
#include
-#ifndef __CEXTRACT__
-# include
-# include
-#endif
+#include
+#include
-#ifndef WIN32 /* ---win32 exclude unix headers */
-# include
-# include
-# include
-# include
-# include
-#endif /* end win32 */
-
-#ifdef HAVE_UNISTD_H
-# include
-#endif
+#include
+#include
+#include
+#include
+#include
-#ifdef HAVE_ARPA_INET_H
-# include
-#endif
+#include
+#include
#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.
- */
+#define BG_SCRUB_RATE 4 // how often to send a face in the background
-typedef void (*func_uint8_int_ns) (char *, int, NewSocket *);
+#define MAX_QUEUE_DEPTH 50
+#define MAX_QUEUE_BACKLOG 3.
-struct NsCmdMapping
-{
- const char *cmdname;
- func_uint8_int_ns cmdproc;
-};
-
-typedef void (*func_uint8_int_pl) (char *, int, player *);
-struct PlCmdMapping
+void
+client::reset_state ()
{
- const char *cmdname;
- func_uint8_int_pl cmdproc;
- uint8 flag;
-};
+ if (!pl)
+ return;
-/**
- * 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) */
-};
+ pl->run_on = 0;
+ pl->fire_on = 0;
+}
-/**
- * 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)
+client::queue_command (packet_type *handler, char *data, int datalen)
{
- char *params = NULL, *cp;
-
- /* No match */
- char bigbuf[MAX_BUF];
- int slen;
+ tstamp stamp = NOW;
- /* 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);
+ 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
- Write_String_To_Socket (ns, bigbuf, len);
+ {
+ cmd_queue.resize (cmd_queue.size () + 1);
+ command &cmd = cmd_queue.back ();
+ cmd.stamp = stamp;
+ cmd.handler = handler;
+ cmd.data = salloc (datalen + 1, data);
+ cmd.datalen = datalen;
+ }
}
-/**
- * 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)
- */
-
-void
-HandleClient (NewSocket * ns, player *pl)
+bool
+client::handle_command ()
{
- 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 (!cmd_queue.empty ()
+ && state == ST_PLAYING
+ && pl->ob->speed_left > 0.f)
{
- /* 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);
+ command &cmd = cmd_queue.front ();
- 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)
+ if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
{
- *data = '\0';
- data++;
- len = ns->inbuf.len - (data - (char *) ns->inbuf.buf);
+ reset_state (); // the command might actually reset some movement state etc.
+
+ if (pl)
+ pl->failmsg (
+ "Cannot keep up with your commands, ignoring them! "
+ "H. "
+ "Try issuing commands slower, or, if G is incapacitated (paralyzed and so on), "
+ "wait till your character can act again.\n\nIf G is permanently stuck, then "
+ "try the B command (or use B to ask somebody to B you out).>"
+ );
}
else
- len = 0;
+ execute (cmd.handler, cmd.data, cmd.datalen);
- 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:
- ;
+ sfree (cmd.data, cmd.datalen + 1);
+ cmd_queue.pop_front ();
+ return true;
}
+ else
+ return false;
}
+void
+client::tick ()
+{
+ if (!pl || destroyed ())
+ return;
-/*****************************************************************************
- *
- * Low level socket looping - select calls and watchdog udp packet
- * sending.
- *
- ******************************************************************************/
-
-#ifdef WATCHDOG
+ pl->dirty = true;
-/**
- * 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
- */
+ /* Update the players stats once per tick. More efficient than
+ * sending them whenever they change, and probably just as useful
+ */
+ esrv_update_stats (pl);
-void
-watchdog (void)
-{
- static int fd = -1;
- static struct sockaddr_in insock;
+ sint32 weight = pl->ob->client_weight ();
- if (fd == -1)
+ if (last_weight != weight)
{
- struct protoent *protoent;
-
- 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");
+ pl->ob->update_stats ();
+ esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
}
- sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock));
-}
-#endif
-void
-flush_sockets (void)
-{
- player *pl;
+ draw_client_map (pl);
- for (pl = first_player; pl != NULL; pl = pl->next)
- if (pl->socket.status != Ns_Dead)
- Socket_Flush (&pl->socket);
-}
+ if (update_look)
+ esrv_draw_look (pl);
-/**
- * This checks the sockets for input and exceptions, 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)
-{
- 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 ();
-#endif
+ mapinfo_queue_run ();
- FD_ZERO (&tmp_read);
- FD_ZERO (&tmp_write);
- FD_ZERO (&tmp_exceptions);
+#if HAVE_TCP_INFO
+ // check time of last ack, and, if too old, kill connection
+ socklen_t len = sizeof (tcpi);
- for (i = 0; i < socket_info.allocated_sockets; i++)
+ if (!getsockopt (fd, IPPROTO_TCP, TCP_INFO, &tcpi, &len) && len == sizeof (tcpi))
{
- if (init_sockets[i].status == Ns_Dead)
- {
- free_newsocket (&init_sockets[i]);
- init_sockets[i].status = Ns_Avail;
- socket_info.nconns--;
- }
- else if (init_sockets[i].status != Ns_Avail)
- {
- FD_SET ((uint32) init_sockets[i].fd, &tmp_read);
- FD_SET ((uint32) init_sockets[i].fd, &tmp_write);
- FD_SET ((uint32) init_sockets[i].fd, &tmp_exceptions);
- }
- }
+ if (tcpi.tcpi_snd_mss)
+ mss = tcpi.tcpi_snd_mss;
- /* Go through the players. Let the loop set the next pl value,
- * since we may remove some
- */
- for (pl = first_player; pl != NULL;)
- {
- if (pl->socket.status == Ns_Dead)
- {
- player *npl = pl->next;
+#if 0
+ 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",
+ tcpi.tcpi_unacked,
+ tcpi.tcpi_sacked,
+ tcpi.tcpi_lost,
+ tcpi.tcpi_retrans,
+ tcpi.tcpi_fackets,
+ tcpi.tcpi_snd_ssthresh, tcpi.tcpi_snd_cwnd, tcpi.tcpi_advmss, tcpi.tcpi_pmtu, tcpi.tcpi_advmss,
+
+ tcpi.tcpi_snd_cwnd - (tcpi.tcpi_unacked - tcpi.tcpi_sacked));
+#endif
- 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;
+ // fast-time-out a player by checking for missing acks
+ // do this only when player is active
+ if (pl && pl->active
+ && tcpi.tcpi_last_ack_recv > int (socket_timeout * 1000))
+ {
+ send_msg (NDI_RED | NDI_REPLY, "connection-timeout", "safety disconnect due to tcp/ip timeout (no packets received)");
+ write_outputbuffer ();
+
+ LOG (llevDebug, "connection on fd %d closed due to ack timeout (%u/%u/%u)\n", fd,
+ (unsigned)tcpi.tcpi_last_ack_recv, (unsigned)tcpi.tcpi_last_data_sent, (unsigned)tcpi.tcpi_unacked);
+ destroy ();
}
}
+#endif
- /* 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);
+ rate_avail = min (max_rate + mss, rate_avail + max_rate);
- if (pollret == -1)
- {
- LOG (llevError, "select failed: %s\n", strerror (errno));
- return;
- }
+ int max_send = rate_avail;
- /* We need to do some of the processing below regardless */
+#if HAVE_TCP_INFO
+ // further restrict the available bandwidth by the excess bandwidth available
+ max_send = min (max_send, (tcpi.tcpi_snd_cwnd - tcpi.tcpi_unacked + tcpi.tcpi_sacked) * mss);
+#endif
-/* if (!pollret) return;*/
+ // round to next-lowest mss
+ max_send -= max_send % mss;
- /* Following adds a new connection */
- if (pollret && FD_ISSET (init_sockets[0].fd, &tmp_read))
+ if (ixface.empty ())
{
- int newsocknum = 0;
+ // regularly send a new face when queue is empty
+ if (bg_scrub && !--bg_scrub)
+ while (scrub_idx < faces.size () - 1)
+ {
+ ++scrub_idx;
-#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;
+ if (!faces_sent [scrub_idx])
+ if (faceinfo *f = face_info (scrub_idx))
+ if (f->type == FT_FACE || f->type == FT_SOUND) // only scrub faces and sounds for now
+ {
+ send_face (scrub_idx, -120);
+ flush_fx ();
+
+ bg_scrub = 1; // send up to one fx per tick, unless an image was requested
+ break;
+ }
+ }
+ }
+ else
+ {
+ bg_scrub = BG_SCRUB_RATE;
- for (j = 1; j < socket_info.allocated_sockets; j++)
- if (init_sockets[j].status == Ns_Avail)
- {
- newsocknum = j;
- break;
- }
- }
- init_sockets[newsocknum].fd = accept (init_sockets[0].fd, (struct sockaddr *) &addr, &addrlen);
- if (init_sockets[newsocknum].fd == -1)
- {
- LOG (llevError, "accept failed: %s\n", strerror (errno));
- }
- else
+ for (;;)
{
- char buf[MAX_BUF];
- long ip;
- NewSocket *ns;
+ int avail = max_send - outputbuffer_len ();
- ns = &init_sockets[newsocknum];
+ if (avail <= 0)
+ break;
- ip = ntohl (addr.sin_addr.s_addr);
- sprintf (buf, "%ld.%ld.%ld.%ld", (ip >> 24) & 255, (ip >> 16) & 255, (ip >> 8) & 255, ip & 255);
+ ixsend &ix = ixface.back ();
- if (checkbanned (NULL, buf))
+ if (facedata *d = face_data (ix.idx, faceset))
{
- 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++;
- }
- }
- }
+ // estimate the packet header overhead "ix " + idx + (new)ofs
+ int pktlen = 3 + ber32::encoded_size (ix.idx) + ber32::encoded_size (ix.ofs);
+ int chunk = min (avail - packet::hdrlen, MAXSOCKBUF) - pktlen;
+
+ // only transfer something if the amount of data transferred
+ // has a healthy relation to the header overhead
+ if (chunk < 64)
+ break;
- /* Check for any exceptions/input on the sockets */
- if (pollret)
- for (i = 1; i < socket_info.allocated_sockets; i++)
- {
- if (init_sockets[i].status == Ns_Avail)
- continue;
- if (FD_ISSET (init_sockets[i].fd, &tmp_exceptions))
- {
- free_newsocket (&init_sockets[i]);
- init_sockets[i].status = Ns_Avail;
- socket_info.nconns--;
- continue;
- }
- if (FD_ISSET (init_sockets[i].fd, &tmp_read))
- {
- HandleClient (&init_sockets[i], NULL);
- }
- if (FD_ISSET (init_sockets[i].fd, &tmp_write))
- {
- init_sockets[i].can_write = 1;
- }
- }
+ chunk = min (chunk, (int)ix.ofs);
- /* This does roughly the same thing, but for the players now */
- for (pl = first_player; pl != NULL; pl = next)
- {
+ ix.ofs -= chunk;
- next = pl->next;
- if (pl->socket.status == Ns_Dead)
- continue;
+ //fprintf (stderr, "i%dx %6d: %5d+%4d (%4d)\n", fxix, ix.idx,ix.ofs,chunk, ixface.size());//D
- 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;
+ packet sl ("ix");
- 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);
+ sl << ber32 (ix.idx)
+ << ber32 (ix.ofs)
+ << data (d->data.data () + ix.ofs, chunk);
+
+ send_packet (sl);
}
else
+ ix.ofs = 0;
+
+ if (!ix.ofs)
{
+ ixface.pop_back ();
- /* 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);
+ if (ixface.empty ())
+ break;
}
}
}
+
+ rate_avail -= outputbuffer_len ();
}
+
+void
+client::flush_sockets (void)
+{
+ for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
+ (*i)->flush ();
+}
+
+void
+client::clock (void)
+{
+ for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
+ (*i)->tick ();
+
+ // give them all the same chances
+ flush_sockets ();
+
+ //TODO: should not be done here, either
+ for (unsigned i = 0; i < clients.size (); ++i)
+ clients[i]->refcnt_chk ();
+}
+