ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/socket/loop.C
(Generate patch)

Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.10 by root, Wed Dec 13 02:55:51 2006 UTC vs.
Revision 1.83 by root, Tue Nov 3 23:44:21 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 1992 Frank Tore Johansen 5 *
6 6 * Deliantra is free software: you can redistribute it and/or modify it under
7 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 7 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 8 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 9 * option) any later version.
11 10 *
12 This program is distributed in the hope that it will be useful, 11 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 14 * GNU General Public License for more details.
16 15 *
17 You should have received a copy of the GNU General Public License 16 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 17 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 18 * <http://www.gnu.org/licenses/>.
20 19 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 20 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 21 */
23 22
24/** 23/**
25 * \file 24 * \file
26 * Main client/server loops. 25 * Main client/server loops.
27 * 26 *
28 * \date 2003-12-02 27 * \date 2003-12-02
29 * 28 *
30 * loop.c mainly deals with initialization and higher level socket 29 * loop.c mainly deals with initialization and higher level socket
31 * maintenance (checking for lost connections and if data has arrived.) 30 * maintanance (checking for lost connections and if data has arrived.)
32 * The reading of data is handled in ericserver.c
33 */ 31 */
34
35 32
36#include <global.h> 33#include <global.h>
37#include <sproto.h> 34#include <sproto.h>
38#include <sockproto.h> 35#include <sockproto.h>
39 36
41#include <sys/time.h> 38#include <sys/time.h>
42#include <sys/socket.h> 39#include <sys/socket.h>
43#include <netinet/in.h> 40#include <netinet/in.h>
44#include <netdb.h> 41#include <netdb.h>
45 42
46#ifdef HAVE_UNISTD_H
47# include <unistd.h> 43#include <unistd.h>
48#endif
49
50#ifdef HAVE_ARPA_INET_H
51# include <arpa/inet.h> 44#include <arpa/inet.h>
52#endif
53 45
54#include <loader.h> 46#include <loader.h>
55#include <newserver.h>
56 47
57/***************************************************************************** 48#define BG_SCRUB_RATE 4 // how often to send a face in the background
58 * Start of command dispatch area.
59 * The commands here are protocol commands.
60 ****************************************************************************/
61 49
62/* Either keep this near the start or end of the file so it is 50#define MAX_QUEUE_DEPTH 50
63 * at least reasonablye easy to find. 51#define MAX_QUEUE_BACKLOG 3.
64 * There are really 2 commands - those which are sent/received
65 * before player joins, and those happen after the player has joined.
66 * As such, we have function types that might be called, so
67 * we end up having 2 tables.
68 */
69 52
70typedef void (*func_uint8_int_ns) (char *, int, NewSocket *);
71
72struct NsCmdMapping
73{
74 const char *cmdname;
75 func_uint8_int_ns cmdproc;
76};
77
78typedef void (*func_uint8_int_pl) (char *, int, player *);
79struct PlCmdMapping
80{
81 const char *cmdname;
82 func_uint8_int_pl cmdproc;
83 uint8 flag;
84};
85
86/**
87 * Dispatch table for the server.
88 *
89 * CmdMapping is the dispatch table for the server, used in HandleClient,
90 * which gets called when the client has input. All commands called here
91 * use the same parameter form (char* data, int len, int clientnum.
92 * We do implicit casts, because the data that is being passed is
93 * unsigned (pretty much needs to be for binary data), however, most
94 * of these treat it only as strings, so it makes things easier
95 * to cast it here instead of a bunch of times in the function itself.
96 * flag is 1 if the player must be in the playing state to issue the
97 * command, 0 if they can issue it at any time.
98 */
99static struct PlCmdMapping plcommands[] = {
100 {"examine", ExamineCmd, 1},
101 {"apply", ApplyCmd, 1},
102 {"move", MoveCmd, 1},
103 {"reply", ReplyCmd, 0},
104 {"command", PlayerCmd, 1},
105 {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
106 {"lookat", LookAt, 1},
107 {"lock", (func_uint8_int_pl) LockItem, 1},
108 {"mark", (func_uint8_int_pl) MarkItem, 1},
109 {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
110 {"mapinfo", MapInfoCmd, 2}, /* CF+ */
111 {"ext", ExtCmd, 2}, /* CF+ */
112 {NULL, NULL, 0} /* terminator */
113};
114
115/** Face-related commands */
116static struct NsCmdMapping nscommands[] = {
117 {"addme", AddMeCmd},
118 {"askface", SendFaceCmd}, /* Added: phil */
119 {"requestinfo", RequestInfo},
120 {"setfacemode", SetFaceMode},
121 {"setsound", SetSound},
122 {"setup", SetUp},
123 {"version", VersionCmd},
124 {"toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize */
125 {"toggleextendedtext", ToggleExtendedText}, /*Added: tchize */
126 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
127 {NULL, NULL} /* terminator (I, II & III) */
128};
129
130/**
131 * RequestInfo is sort of a meta command. There is some specific
132 * request of information, but we call other functions to provide
133 * that information.
134 */
135void 53void
136RequestInfo (char *buf, int len, NewSocket * ns) 54client::reset_state ()
137{ 55{
138 char *params = NULL, *cp; 56 if (!pl)
57 return;
139 58
140 /* No match */ 59 pl->run_on = 0;
141 char bigbuf[MAX_BUF]; 60 pl->fire_on = 0;
142 int slen; 61}
143 62
144 /* Set up replyinfo before we modify any of the buffers - this is used 63void
145 * if we don't find a match. 64client::queue_command (packet_type *handler, char *data, int datalen)
146 */ 65{
147 strcpy (bigbuf, "replyinfo "); 66 tstamp stamp = NOW;
148 slen = strlen (bigbuf);
149 safe_strcat (bigbuf, buf, &slen, MAX_BUF);
150 67
151 /* find the first space, make it null, and update the 68 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
152 * params pointer.
153 */
154 for (cp = buf; *cp != '\0'; cp++)
155 if (*cp == ' ')
156 { 69 {
157 *cp = '\0'; 70 //TODO: just disconnect here?
158 params = cp + 1; 71 reset_state ();
159 break; 72 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
160 } 73 }
161
162 if (!strcmp (buf, "image_info"))
163 send_image_info (ns, params);
164 else if (!strcmp (buf, "image_sums"))
165 send_image_sums (ns, params);
166 else if (!strcmp (buf, "skill_info"))
167 send_skill_info (ns, params);
168 else if (!strcmp (buf, "spell_paths"))
169 send_spell_paths (ns, params);
170 else 74 else
171 Write_String_To_Socket (ns, bigbuf, len); 75 {
172} 76 cmd_queue.resize (cmd_queue.size () + 1);
173 77 command &cmd = cmd_queue.back ();
174/** 78 cmd.stamp = stamp;
175 * Handle client input. 79 cmd.handler = handler;
176 * 80 cmd.data = salloc<char> (datalen + 1, data);
177 * HandleClient is actually not named really well - we only get here once 81 cmd.datalen = datalen;
178 * there is input, so we don't do exception or other stuff here.
179 * sock is the output socket information. pl is the player associated
180 * with this socket, null if no player (one of the init_sockets for just
181 * starting a connection)
182 */
183
184void
185HandleClient (NewSocket * ns, player *pl)
186{
187 int len = 0, i, cnt;
188 char *data;
189
190 /* Loop through this - maybe we have several complete packets here. */
191 // limit to a few commands only, though, as to not monopolise the server
192 for (cnt = 16; cnt--;)
193 { 82 }
194 /* If it is a player, and they don't have any speed left, we 83}
195 * return, and will read in the data when they do have time. 84
196 */ 85bool
197 if (pl && pl->state == ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) 86client::handle_command ()
87{
88 if (!cmd_queue.empty ()
89 && state == ST_PLAYING
90 && pl->ob->speed_left > 0.f)
91 {
92 command &cmd = cmd_queue.front ();
93
94 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
198 { 95 {
199 return; 96 reset_state (); // the command might actually reset some movement state etc.
200 }
201 97
202 i = SockList_ReadPacket (ns->fd, &ns->inbuf, MAXSOCKBUF - 1); 98 if (pl)
203 99 pl->failmsg (
204 if (i < 0) 100 "Cannot keep up with your commands, ignoring them! "
205 { 101 "H<Your character cannot keep up with the instructions you give G<him|her>. "
206#ifdef ESRV_DEBUG 102 "Try issuing commands slower, or, if G<he|she> is incapacitated (paralyzed and so on), "
207 LOG (llevDebug, "HandleClient: Read error on connection player %s\n", (pl ? pl->ob->name : "None")); 103 "wait till your character can act again.\n\nIf G<he|she> is permanently stuck, then "
208#endif 104 "try the B<suicide> command (or use B<chat> to ask somebody to B<invite> you out).>"
209 /* Caller will take care of cleaning this up */ 105 );
210 ns->status = Ns_Dead;
211 return;
212 }
213 /* Still dont have a full packet */
214 if (i == 0)
215 return;
216
217// //D//TODO//temporarily log long commands
218// if (ns->inbuf.len >= 40 && pl && pl->ob)
219// LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
220
221 /* First, break out beginning word. There are at least
222 * a few commands that do not have any paremeters. If
223 * we get such a command, don't worry about trying
224 * to break it up.
225 */
226 data = (char *) strchr ((char *) ns->inbuf.buf + 2, ' ');
227 if (data)
228 {
229 *data = '\0';
230 data++;
231 len = ns->inbuf.len - (data - (char *) ns->inbuf.buf);
232 } 106 }
233 else 107 else
234 len = 0; 108 execute (cmd.handler, cmd.data, cmd.datalen);
235 109
236 ns->inbuf.buf[ns->inbuf.len] = '\0'; /* Terminate buffer - useful for string data */ 110 sfree<char> (cmd.data, cmd.datalen + 1);
237 for (i = 0; nscommands[i].cmdname != NULL; i++) 111 cmd_queue.pop_front ();
112 return true;
113 }
114 else
115 return false;
116}
117
118void
119client::tick ()
120{
121 if (!pl || destroyed ())
122 return;
123
124 pl->dirty = true;
125
126 /* Update the players stats once per tick. More efficient than
127 * sending them whenever they change, and probably just as useful
128 */
129 esrv_update_stats (pl);
130
131 sint32 weight = pl->ob->client_weight ();
132
133 if (last_weight != weight)
134 {
135 pl->ob->update_stats ();
136 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
137 }
138
139 draw_client_map (pl);
140
141 if (update_look)
142 esrv_draw_look (pl);
143
144 mapinfo_queue_run ();
145
146#if HAVE_TCP_INFO
147 // check time of last ack, and, if too old, kill connection
148 socklen_t len = sizeof (tcpi);
149
150 if (!getsockopt (fd, IPPROTO_TCP, TCP_INFO, &tcpi, &len) && len == sizeof (tcpi))
151 {
152 if (tcpi.tcpi_snd_mss)
153 mss = tcpi.tcpi_snd_mss;
154
155#if 0
156 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",
157 tcpi.tcpi_unacked,
158 tcpi.tcpi_sacked,
159 tcpi.tcpi_lost,
160 tcpi.tcpi_retrans,
161 tcpi.tcpi_fackets,
162 tcpi.tcpi_snd_ssthresh, tcpi.tcpi_snd_cwnd, tcpi.tcpi_advmss, tcpi.tcpi_pmtu, tcpi.tcpi_advmss,
163
164 tcpi.tcpi_snd_cwnd - (tcpi.tcpi_unacked - tcpi.tcpi_sacked));
165#endif
166
167 // fast-time-out a player by checking for missing acks
168 // do this only when player is active
169 if (pl && pl->active
170 && tcpi.tcpi_last_ack_recv > int (socket_timeout * 1000))
238 { 171 {
239 if (strcmp ((char *) ns->inbuf.buf + 2, nscommands[i].cmdname) == 0) 172 send_msg (NDI_RED | NDI_REPLY, "connection-timeout", "safety disconnect due to tcp/ip timeout (no packets received)");
173 write_outputbuffer ();
174
175 LOG (llevDebug, "connection on fd %d closed due to ack timeout (%u/%u/%u)\n", fd,
176 (unsigned)tcpi.tcpi_last_ack_recv, (unsigned)tcpi.tcpi_last_data_sent, (unsigned)tcpi.tcpi_unacked);
177 destroy ();
178 }
179 }
180#endif
181
182 rate_avail = min (max_rate + mss, rate_avail + max_rate);
183
184 int max_send = rate_avail;
185
186#if HAVE_TCP_INFO
187 // further restrict the available bandwidth by the excess bandwidth available
188 max_send = min (max_send, (tcpi.tcpi_snd_cwnd - tcpi.tcpi_unacked + tcpi.tcpi_sacked) * mss);
189#endif
190
191 // round to next-lowest mss
192 max_send -= max_send % mss;
193
194 if (ixface.empty ())
195 {
196 // regularly send a new face when queue is empty
197 if (bg_scrub && !--bg_scrub)
198 while (scrub_idx < faces.size () - 1)
199 {
200 ++scrub_idx;
201
202 if (!faces_sent [scrub_idx])
203 if (faceinfo *f = face_info (scrub_idx))
204 if (f->type == FT_FACE || f->type == FT_SOUND) // only scrub faces and sounds for now
205 {
206 send_face (scrub_idx, -120);
207 flush_fx ();
208
209 bg_scrub = 1; // send up to one fx per tick, unless an image was requested
210 break;
211 }
212 }
213 }
214 else
215 {
216 bg_scrub = BG_SCRUB_RATE;
217
218 for (;;)
219 {
220 int avail = max_send - outputbuffer_len ();
221
222 if (avail <= 0)
223 break;
224
225 ixsend &ix = ixface.back ();
226
227 if (facedata *d = face_data (ix.idx, faceset))
240 { 228 {
241 nscommands[i].cmdproc ((char *) data, len, ns); 229 // estimate the packet header overhead "ix " + idx + (new)ofs
242 ns->inbuf.len = 0; 230 int pktlen = 3 + ber32::encoded_size (ix.idx) + ber32::encoded_size (ix.ofs);
243 return; //D// not doing this causes random memory corruption 231 int chunk = min (avail - packet::hdrlen, MAXSOCKBUF) - pktlen;
244 goto next_packet; 232
233 // only transfer something if the amount of data transferred
234 // has a healthy relation to the header overhead
235 if (chunk < 64)
236 break;
237
238 chunk = min (chunk, (int)ix.ofs);
239
240 ix.ofs -= chunk;
241
242 //fprintf (stderr, "i%dx %6d: %5d+%4d (%4d)\n", fxix, ix.idx,ix.ofs,chunk, ixface.size());//D
243
244 packet sl ("ix");
245
246 sl << ber32 (ix.idx)
247 << ber32 (ix.ofs)
248 << data (d->data.data () + ix.ofs, chunk);
249
250 send_packet (sl);
251 }
252 else
253 ix.ofs = 0;
254
255 if (!ix.ofs)
256 {
257 ixface.pop_back ();
258
259 if (ixface.empty ())
260 break;
245 } 261 }
246 } 262 }
247 /* Player must be in the playing state or the flag on the
248 * the command must be zero for the user to use the command -
249 * otherwise, a player cam save, be in the play_again state, and
250 * the map they were on gets swapped out, yet things that try to look
251 * at the map causes a crash. If the command is valid, but
252 * one they can't use, we still swallow it up.
253 */
254 if (pl)
255 for (i = 0; plcommands[i].cmdname != NULL; i++)
256 {
257 if (strcmp ((char *) ns->inbuf.buf + 2, plcommands[i].cmdname) == 0)
258 {
259 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
260 plcommands[i].cmdproc ((char *) data, len, pl);
261 ns->inbuf.len = 0;
262 //D// not doing this causes random memory corruption
263 if (plcommands[i].flag & 2)
264 goto next_packet;
265 return;
266 }
267 }
268 /* If we get here, we didn't find a valid command. Logging
269 * this might be questionable, because a broken client/malicious
270 * user could certainly send a whole bunch of invalid commands.
271 */
272 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf.buf + 2);
273 next_packet:
274 ;
275 }
276}
277
278
279/*****************************************************************************
280 *
281 * Low level socket looping - select calls and watchdog udp packet
282 * sending.
283 *
284 ******************************************************************************/
285
286#ifdef WATCHDOG
287
288/**
289 * Tell watchdog that we are still alive
290 *
291 * I put the function here since we should hopefully already be getting
292 * all the needed include files for socket support
293 */
294
295void
296watchdog (void)
297{
298 static int fd = -1;
299 static struct sockaddr_in insock;
300
301 if (fd == -1)
302 {
303 struct protoent *protoent;
304
305 if ((protoent = getprotobyname ("udp")) == NULL || (fd = socket (PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1)
306 {
307 return;
308 }
309 insock.sin_family = AF_INET;
310 insock.sin_port = htons ((unsigned short) 13325);
311 insock.sin_addr.s_addr = inet_addr ("127.0.0.1");
312 }
313 sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock));
314}
315#endif
316
317void
318flush_sockets (void)
319{
320 player *pl;
321
322 for (pl = first_player; pl != NULL; pl = pl->next)
323 if (pl->socket.status != Ns_Dead)
324 Socket_Flush (&pl->socket);
325}
326
327/**
328 * This checks the sockets for input, does the right thing.
329 *
330 * A bit of this code is grabbed out of socket.c
331 * There are 2 lists we need to look through - init_sockets is a list
332 *
333 */
334void
335doeric_server (void)
336{
337 int i, pollret;
338 fd_set tmp_read, tmp_write;
339 struct sockaddr_in addr;
340 socklen_t addrlen = sizeof (struct sockaddr);
341 player *pl, *next;
342
343#ifdef CS_LOGSTATS
344 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
345 write_cs_stats ();
346#endif
347
348 FD_ZERO (&tmp_read);
349 FD_ZERO (&tmp_write);
350
351 for (i = 0; i < socket_info.allocated_sockets; i++)
352 {
353 if (init_sockets[i].status == Ns_Dead)
354 {
355 free_newsocket (&init_sockets[i]);
356 init_sockets[i].status = Ns_Avail;
357 socket_info.nconns--;
358 }
359 else if (init_sockets[i].status != Ns_Avail)
360 {
361 FD_SET (init_sockets[i].fd, &tmp_read);
362 FD_SET (init_sockets[i].fd, &tmp_write);
363 }
364 }
365
366 /* Go through the players. Let the loop set the next pl value,
367 * since we may remove some
368 */
369 for (pl = first_player; pl != NULL;)
370 {
371 if (pl->socket.status == Ns_Dead)
372 {
373 player *npl = pl->next;
374
375 save_player (pl->ob, 0);
376
377 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
378 {
379 terminate_all_pets (pl->ob);
380 pl->ob->remove ();
381 }
382
383 leave (pl, 1);
384 final_free_player (pl);
385 pl = npl;
386 }
387 else
388 {
389 FD_SET ((uint32) pl->socket.fd, &tmp_read);
390 FD_SET ((uint32) pl->socket.fd, &tmp_write);
391 pl = pl->next;
392 }
393 }
394
395 /* Reset timeout each time, since some OS's will change the values on
396 * the return from select.
397 */
398 socket_info.timeout.tv_sec = 0;
399 socket_info.timeout.tv_usec = 0;
400
401 pollret = select (socket_info.max_filedescriptor,
402 &tmp_read, &tmp_write, 0,
403 &socket_info.timeout);
404
405 if (pollret == -1)
406 {
407 LOG (llevError, "select failed: %s\n", strerror (errno));
408 return;
409 }
410
411 /* We need to do some of the processing below regardless */
412
413/* if (!pollret) return;*/
414
415 /* Following adds a new connection */
416 if (pollret && FD_ISSET (init_sockets[0].fd, &tmp_read))
417 {
418 int newsocknum = 0;
419
420#ifdef ESRV_DEBUG
421 LOG (llevDebug, "doeric_server: New Connection\n");
422#endif
423 /* If this is the case, all sockets currently in used */
424 if (socket_info.allocated_sockets <= socket_info.nconns)
425 {
426 init_sockets = (NewSocket *) realloc (init_sockets, sizeof (NewSocket) * (socket_info.nconns + 1));
427 if (!init_sockets)
428 fatal (OUT_OF_MEMORY);
429 newsocknum = socket_info.allocated_sockets;
430 socket_info.allocated_sockets++;
431 init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
432 init_sockets[newsocknum].faces_sent = (uint8 *) malloc (nrofpixmaps * sizeof (*init_sockets[newsocknum].faces_sent));
433 if (!init_sockets[newsocknum].faces_sent)
434 fatal (OUT_OF_MEMORY);
435 init_sockets[newsocknum].status = Ns_Avail;
436 }
437 else
438 {
439 int j;
440
441 for (j = 1; j < socket_info.allocated_sockets; j++)
442 if (init_sockets[j].status == Ns_Avail)
443 {
444 newsocknum = j;
445 break;
446 }
447 }
448
449 init_sockets[newsocknum].fd = accept (init_sockets[0].fd, (struct sockaddr *) &addr, &addrlen);
450
451 if (init_sockets[newsocknum].fd == -1)
452 LOG (llevError, "accept failed: %s\n", strerror (errno));
453 else
454 {
455 char buf[MAX_BUF];
456 long ip;
457 NewSocket *ns;
458
459 ns = &init_sockets[newsocknum];
460
461 ip = ntohl (addr.sin_addr.s_addr);
462 sprintf (buf, "%ld.%ld.%ld.%ld", (ip >> 24) & 255, (ip >> 16) & 255, (ip >> 8) & 255, ip & 255);
463
464 if (checkbanned (NULL, buf))
465 {
466 LOG (llevInfo, "Banned host tried to connect: [%s]\n", buf);
467 close (init_sockets[newsocknum].fd);
468 init_sockets[newsocknum].fd = -1;
469 }
470 else
471 {
472 InitConnection (ns, buf);
473 socket_info.nconns++;
474 }
475 }
476 }
477
478 /* Check for any input on the sockets */
479 if (pollret)
480 for (i = 1; i < socket_info.allocated_sockets; i++)
481 {
482 if (init_sockets[i].status == Ns_Avail)
483 continue;
484
485 if (FD_ISSET (init_sockets[i].fd, &tmp_read))
486 HandleClient (&init_sockets[i], NULL);
487
488 if (FD_ISSET (init_sockets[i].fd, &tmp_write))
489 init_sockets[i].can_write = 1;
490 } 263 }
491 264
492 /* This does roughly the same thing, but for the players now */ 265 rate_avail -= outputbuffer_len ();
493 for (pl = first_player; pl != NULL; pl = next)
494 {
495
496 next = pl->next;
497 if (pl->socket.status == Ns_Dead)
498 continue;
499
500 if (FD_ISSET (pl->socket.fd, &tmp_write))
501 {
502 if (!pl->socket.can_write)
503 {
504#if 0
505 LOG (llevDebug, "Player %s socket now write enabled\n", pl->ob->name);
506#endif
507 pl->socket.can_write = 1;
508 write_socket_buffer (&pl->socket);
509 }
510
511 /* if we get an error on the write_socket buffer, no reason to
512 * continue on this socket.
513 */
514 if (pl->socket.status == Ns_Dead)
515 continue;
516 }
517 else
518 pl->socket.can_write = 0;
519
520 HandleClient (&pl->socket, pl);
521 /* If the player has left the game, then the socket status
522 * will be set to this be the leave function. We don't
523 * need to call leave again, as it has already been called
524 * once.
525 */
526 if (pl->socket.status == Ns_Dead)
527 {
528 save_player (pl->ob, 0);
529
530 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
531 {
532 terminate_all_pets (pl->ob);
533 pl->ob->remove ();
534 }
535
536 leave (pl, 1);
537 final_free_player (pl);
538 }
539 else
540 {
541 /* Update the players stats once per tick. More efficient than
542 * sending them whenever they change, and probably just as useful
543 */
544 esrv_update_stats (pl);
545 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
546 {
547 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
548 if (pl->last_weight != WEIGHT (pl->ob))
549 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
550 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
551 }
552
553 /* draw_client_map does sanity checking that map is
554 * valid, so don't do it here.
555 */
556 draw_client_map (pl->ob);
557 if (pl->socket.update_look)
558 esrv_draw_look (pl->ob);
559 }
560 }
561} 266}
562 267
268void
269client::flush_sockets (void)
270{
271 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
272 (*i)->flush ();
273}
274
275void
276client::clock (void)
277{
278 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
279 (*i)->tick ();
280
281 // give them all the same chances
282 flush_sockets ();
283
284 //TODO: should not be done here, either
285 for (unsigned i = 0; i < clients.size (); ++i)
286 clients[i]->refcnt_chk ();
287}
288

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines