--- deliantra/server/socket/loop.C 2006/12/16 12:23:52 1.22 +++ deliantra/server/socket/loop.C 2008/03/13 12:20:52 1.72 @@ -1,25 +1,25 @@ /* - 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 -*/ + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007 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 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 GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to + */ /** * \file @@ -28,11 +28,9 @@ * \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 #include #include @@ -48,8 +46,13 @@ #include -#define MAX_QUEUE_DEPTH 500 //TODO -#define MAX_QUEUE_BACKLOG 2 //TODO +#define BG_SCRUB_RATE 4 // how often to send a face in the background + +#define MAX_QUEUE_DEPTH 50 +#define MAX_QUEUE_BACKLOG 3. + +// disconnect a socket after this many seconds without an ack +#define SOCKET_TIMEOUT 16. void client::reset_state () @@ -64,7 +67,7 @@ void client::queue_command (packet_type *handler, char *data, int datalen) { - tstamp stamp = now (); + tstamp stamp = NOW; if (cmd_queue.size () >= MAX_QUEUE_DEPTH) { @@ -72,136 +75,216 @@ reset_state (); send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED); } - else if (!cmd_queue.empty () && cmd_queue.front ().stamp + MAX_QUEUE_BACKLOG < stamp) + else { - reset_state (); - send_packet_printf ("drawinfo %d too many commands in queue, ignoring.", NDI_RED); + 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; } - else - cmd_queue.push_back (command ( - stamp, handler, (char *)salloc (datalen + 1, data), datalen - )); } bool client::handle_command () { - if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0) - return false; - - if (cmd_queue.empty ()) - return false; + if (!cmd_queue.empty () + && state == ST_PLAYING + && pl->ob->speed_left > 0.f) + { + command &cmd = cmd_queue.front (); - command &cmd = cmd_queue.front (); + if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW) + { + reset_state (); + send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED); + } + else + execute (cmd.handler, cmd.data, cmd.datalen); - if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) - { - reset_state (); - send_packet_printf ("drawinfo %d ignoring delayed command.", NDI_RED); + sfree (cmd.data, cmd.datalen + 1); + cmd_queue.pop_front (); + return true; } else - execute (cmd.handler, cmd.data, cmd.datalen); - - sfree (cmd.data, cmd.datalen); - cmd_queue.pop_front (); - - return true; -} - -void -flush_sockets (void) -{ - for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) - if ((*i)->status != Ns_Dead) - (*i)->flush (); + return false; } -/** - * 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) +client::tick () { -#ifdef CS_LOGSTATS - if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) - write_cs_stats (); -#endif + if (!pl || destroyed ()) + return; - /* Go through the players. Let the loop set the next pl value, - * since we may remove some + /* Update the players stats once per tick. More efficient than + * sending them whenever they change, and probably just as useful */ - //TODO: must be handled cleanly elsewhere - for (player *pl = first_player; pl; ) + esrv_update_stats (pl); + + if (last_weight != -1 && last_weight != WEIGHT (pl->ob)) { - player *npl = pl->next; + 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)); + } - //TODO: must be handled cleanly elsewhere - if (!pl->socket || pl->socket->status == Ns_Dead) - { - save_player (pl->ob, 0); + draw_client_map (pl); - if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) - { - terminate_all_pets (pl->ob); - pl->ob->remove (); - } + if (update_look) + esrv_draw_look (pl); - leave (pl, 1); - final_free_player (pl); - } + mapinfo_queue_run (); - pl = npl; - } +#if HAVE_TCP_INFO + // check time of last ack, and, if too old, kill connection + socklen_t len = sizeof (tcpi); - for (sockvec::iterator i = clients.begin (); i != clients.end (); ) + if (!getsockopt (fd, IPPROTO_TCP, TCP_INFO, &tcpi, &len) && len == sizeof (tcpi)) { - client *s = *i; + if (tcpi.tcpi_snd_mss) + mss = tcpi.tcpi_snd_mss; - if (s->status == Ns_Dead) +#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 + + // fast-time-out a player by checking for missign acks + // do this only when player is active + if (pl && pl->active + && tcpi.tcpi_last_ack_recv > int (SOCKET_TIMEOUT * 1000)) { - clients.erase (i); - delete s; + 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 (); } - else - ++i; } +#endif - /* We need to do some of the processing below regardless */ + rate_avail = min (max_rate + mss, rate_avail + max_rate); - /* Check for any input on the sockets */ - for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) - { - client *s = *i; - player *pl = s->pl; + int max_send = rate_avail; - s->handle_packet (); - s->handle_command (); +#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 we can split images, round to next-lowest mss + if (fxix) max_send -= max_send % mss; + + if (ixface.empty ()) + { + // regularly send a new face when queue is empty + if (bg_scrub && !--bg_scrub && enable_bg_scrub) + while (scrub_idx < faces.size () - 1) + { + ++scrub_idx; + + 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; - //TODO: should not be done here, either - if (s->status != Ns_Dead && pl) + for (;;) { - /* Update the players stats once per tick. More efficient than - * sending them whenever they change, and probably just as useful - */ - esrv_update_stats (pl); + int avail = max_send - outputbuffer_len (); + + if (avail <= 0) + break; - if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) + ixsend &ix = ixface.back (); + + if (facedata *d = face_data (ix.idx, faceset)) { - 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)); + if (fxix) + { + // 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; + + chunk = min (chunk, (int)ix.ofs); + + ix.ofs -= chunk; + + //fprintf (stderr, "i%dx %6d: %5d+%4d (%4d)\n", fxix, ix.idx,ix.ofs,chunk, ixface.size());//D + + packet sl ("ix"); + + sl << ber32 (ix.idx) + << ber32 (ix.ofs) + << data (d->data.data () + ix.ofs, chunk); + + send_packet (sl); + } + else + { + send_image (ix.idx); + ix.ofs = 0; + } } + else + ix.ofs = 0; - draw_client_map (pl->ob); + if (!ix.ofs) + { + ixface.pop_back (); - if (s->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 (); }