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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.15 by root, Thu Dec 14 21:46:34 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, client_socket *);
71
72struct NsCmdMapping
73{
74 const char *cmdname;
75 func_uint8_int_ns cmdproc;
76 uint8 flag;
77};
78
79typedef void (*func_uint8_int_pl) (char *, int, player *);
80struct PlCmdMapping
81{
82 const char *cmdname;
83 func_uint8_int_pl cmdproc;
84 uint8 flag;
85};
86
87/**
88 * Dispatch table for the server.
89 *
90 * CmdMapping is the dispatch table for the server, used in HandleClient,
91 * which gets called when the client has input. All commands called here
92 * use the same parameter form (char* data, int len, int clientnum.
93 * We do implicit casts, because the data that is being passed is
94 * unsigned (pretty much needs to be for binary data), however, most
95 * of these treat it only as strings, so it makes things easier
96 * to cast it here instead of a bunch of times in the function itself.
97 * flag is 1 if the player must be in the playing state to issue the
98 * command, 0 if they can issue it at any time.
99 */
100static struct PlCmdMapping plcommands[] = {
101 {"examine", ExamineCmd, 1},
102 {"apply", ApplyCmd, 1},
103 {"move", MoveCmd, 1},
104 {"reply", ReplyCmd, 0},
105 {"command", PlayerCmd, 1},
106 {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
107 {"lookat", LookAt, 1},
108 {"lock", (func_uint8_int_pl) LockItem, 1},
109 {"mark", (func_uint8_int_pl) MarkItem, 1},
110 {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
111 {"mapinfo", MapInfoCmd, 2}, /* CF+ */
112 {"ext", ExtCmd, 2}, /* CF+ */
113 { 0 } /* terminator */
114};
115
116/** Face-related commands */
117static struct NsCmdMapping nscommands[] = {
118 {"addme", AddMeCmd, 2},
119 {"askface", SendFaceCmd}, /* Added: phil */
120 {"requestinfo", RequestInfo},
121 {"setfacemode", SetFaceMode, 2},
122 {"setsound", SetSound, 2},
123 {"setup", SetUp, 2},
124 {"version", VersionCmd, 2},
125 {"toggleextendedinfos", ToggleExtendedInfos, 2}, /*Added: tchize */
126 {"toggleextendedtext", ToggleExtendedText, 2}, /*Added: tchize */
127 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
128 { 0 } /* terminator (I, II & III) */
129};
130
131/**
132 * RequestInfo is sort of a meta command. There is some specific
133 * request of information, but we call other functions to provide
134 * that information.
135 */
136void 53void
137RequestInfo (char *buf, int len, client_socket * ns) 54client::reset_state ()
138{ 55{
139 char *params = NULL, *cp; 56 if (!pl)
57 return;
140 58
141 /* No match */ 59 pl->run_on = 0;
142 char bigbuf[MAX_BUF]; 60 pl->fire_on = 0;
143 int slen; 61}
144 62
145 /* Set up replyinfo before we modify any of the buffers - this is used 63void
146 * if we don't find a match. 64client::queue_command (packet_type *handler, char *data, int datalen)
147 */ 65{
148 strcpy (bigbuf, "replyinfo "); 66 tstamp stamp = NOW;
149 slen = strlen (bigbuf);
150 safe_strcat (bigbuf, buf, &slen, MAX_BUF);
151 67
152 /* find the first space, make it null, and update the 68 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
153 * params pointer.
154 */
155 for (cp = buf; *cp != '\0'; cp++)
156 if (*cp == ' ')
157 { 69 {
158 *cp = '\0'; 70 //TODO: just disconnect here?
159 params = cp + 1; 71 reset_state ();
160 break; 72 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
161 } 73 }
162
163 if (!strcmp (buf, "image_info"))
164 send_image_info (ns, params);
165 else if (!strcmp (buf, "image_sums"))
166 send_image_sums (ns, params);
167 else if (!strcmp (buf, "skill_info"))
168 send_skill_info (ns, params);
169 else if (!strcmp (buf, "spell_paths"))
170 send_spell_paths (ns, params);
171 else 74 else
172 ns->send_packet (bigbuf, len); 75 {
173} 76 cmd_queue.resize (cmd_queue.size () + 1);
174 77 command &cmd = cmd_queue.back ();
175/** 78 cmd.stamp = stamp;
176 * Handle client input. 79 cmd.handler = handler;
177 * 80 cmd.data = salloc<char> (datalen + 1, data);
178 * HandleClient is actually not named really well - we only get here once 81 cmd.datalen = datalen;
179 * there is input, so we don't do exception or other stuff here.
180 * sock is the output socket information. pl is the player associated
181 * with this socket, null if no player (one of the init_sockets for just
182 * starting a connection)
183 */
184
185void
186HandleClient (client_socket *ns, player *pl)
187{
188 /* Loop through this - maybe we have several complete packets here. */
189 // limit to a few commands only, though, as to not monopolise the server
190 for (int repeat = 16; repeat--;)
191 { 82 }
192 /* If it is a player, and they don't have any speed left, we 83}
193 * return, and will read in the data when they do have time.
194 */
195 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
196 return;
197 84
198 int pkt_len = ns->read_packet (); 85bool
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 ();
199 93
200 if (pkt_len < 0) 94 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
201 { 95 {
202 LOG (llevError, "read error on player %s\n", &pl->ob->name); 96 reset_state (); // the command might actually reset some movement state etc.
203 /* Caller will take care of cleaning this up */
204 ns->status = Ns_Dead;
205 return;
206 }
207 else if (pkt_len == 0)
208 /* Still dont have a full packet */
209 return;
210 97
211 /* First, break out beginning word. There are at least 98 if (pl)
212 * a few commands that do not have any paremeters. If 99 pl->failmsg (
213 * we get such a command, don't worry about trying 100 "Cannot keep up with your commands, ignoring them! "
214 * to break it up. 101 "H<Your character cannot keep up with the instructions you give G<him|her>. "
215 */ 102 "Try issuing commands slower, or, if G<he|she> is incapacitated (paralyzed and so on), "
216 int datalen; 103 "wait till your character can act again.\n\nIf G<he|she> is permanently stuck, then "
217 char *data = strchr ((char *)ns->inbuf + 2, ' '); 104 "try the B<suicide> command (or use B<chat> to ask somebody to B<invite> you out).>"
218 105 );
219 if (data)
220 {
221 *data++ = 0;
222 datalen = pkt_len - (data - (char *)ns->inbuf);
223 } 106 }
224 else 107 else
108 execute (cmd.handler, cmd.data, cmd.datalen);
109
110 sfree<char> (cmd.data, cmd.datalen + 1);
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))
225 { 171 {
226 data = (char *)ns->inbuf + 2; // better read garbage than segfault 172 send_msg (NDI_RED | NDI_REPLY, "connection-timeout", "safety disconnect due to tcp/ip timeout (no packets received)");
227 datalen = 0; 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 ();
228 } 178 }
179 }
180#endif
229 181
230 ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */ 182 rate_avail = min (max_rate + mss, rate_avail + max_rate);
231 183
232 for (int i = 0; nscommands[i].cmdname; i++) 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 (;;)
233 { 219 {
234 if (!strcmp ((char *)ns->inbuf + 2, nscommands[i].cmdname)) 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))
235 { 228 {
236 nscommands[i].cmdproc (data, datalen, ns); 229 // estimate the packet header overhead "ix " + idx + (new)ofs
237 ns->skip_packet (pkt_len); 230 int pktlen = 3 + ber32::encoded_size (ix.idx) + ber32::encoded_size (ix.ofs);
238 //D// not doing this causes random memory corruption 231 int chunk = min (avail - packet::hdrlen, MAXSOCKBUF) - pktlen;
239 if (nscommands[i].flag & 2) 232
240 goto next_packet; 233 // only transfer something if the amount of data transferred
234 // has a healthy relation to the header overhead
235 if (chunk < 64)
241 return; 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;
242 } 261 }
243 } 262 }
244
245 /* Player must be in the playing state or the flag on the
246 * the command must be zero for the user to use the command -
247 * otherwise, a player cam save, be in the play_again state, and
248 * the map they were on gets swapped out, yet things that try to look
249 * at the map causes a crash. If the command is valid, but
250 * one they can't use, we still swallow it up.
251 */
252 if (pl)
253 for (int i = 0; plcommands[i].cmdname; i++)
254 {
255 if (!strcmp ((char *)ns->inbuf + 2, plcommands[i].cmdname))
256 {
257 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
258 plcommands[i].cmdproc ((char *) data, datalen, pl);
259
260 ns->skip_packet (pkt_len);
261 //D// not doing this causes random memory corruption
262 if (plcommands[i].flag & 2)
263 goto next_packet;
264
265 return;
266 }
267 }
268
269 /* If we get here, we didn't find a valid command. Logging
270 * this might be questionable, because a broken client/malicious
271 * user could certainly send a whole bunch of invalid commands.
272 */
273 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf + 2);
274 ns->skip_packet (pkt_len);
275 next_packet:
276 ;
277 } 263 }
278}
279 264
265 rate_avail -= outputbuffer_len ();
266}
267
280void 268void
281flush_sockets (void) 269client::flush_sockets (void)
282{ 270{
283 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) 271 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
284 if ((*i)->status != Ns_Dead)
285 (*i)->flush (); 272 (*i)->flush ();
286} 273}
287 274
288/**
289 * This checks the sockets for input, does the right thing.
290 *
291 * A bit of this code is grabbed out of socket.c
292 * There are 2 lists we need to look through - init_sockets is a list
293 *
294 */
295void 275void
296doeric_server (void) 276client::clock (void)
297{ 277{
298 int i, pollret;
299 fd_set tmp_read;
300 struct sockaddr_in addr;
301 socklen_t addrlen = sizeof (struct sockaddr);
302 player *pl, *next;
303 int maxfd = 0;
304
305#ifdef CS_LOGSTATS
306 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
307 write_cs_stats ();
308#endif
309
310 /* Go through the players. Let the loop set the next pl value,
311 * since we may remove some
312 */
313 //TODO: must be handled cleanly elsewhere
314 for (pl = first_player; pl; )
315 {
316 player *npl = pl->next;
317
318 //TODO: must be handled cleanly elsewhere
319 if (pl->socket->status == Ns_Dead)
320 {
321 save_player (pl->ob, 0);
322
323 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
324 {
325 terminate_all_pets (pl->ob);
326 pl->ob->remove ();
327 }
328
329 leave (pl, 1);
330 final_free_player (pl);
331 }
332
333 pl = npl;
334 }
335
336 FD_ZERO (&tmp_read);
337
338 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); )
339 {
340 client_socket *s = *i;
341
342 if (s->status == Ns_Dead)
343 {
344 client_sockets.erase (i);
345 delete s;
346 }
347 else
348 {
349 if (s->fd > maxfd) maxfd = s->fd;
350
351 FD_SET (s->fd, &tmp_read);
352
353 ++i;
354 }
355 }
356
357 struct timeval timeout;
358
359 timeout.tv_sec = 0;
360 timeout.tv_usec = 0;
361
362 pollret = select (maxfd + 1,
363 &tmp_read, 0, 0,
364 &timeout);
365
366 if (pollret == -1)
367 {
368 LOG (llevError, "select failed: %s\n", strerror (errno));
369 return;
370 }
371
372 /* We need to do some of the processing below regardless */
373
374 /* Check for any input on the sockets */
375 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) 278 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
376 { 279 (*i)->tick ();
377 client_socket *s = *i;
378 player *pl = s->pl;
379 280
380 //TODO: disassociate handleclient from socket readin 281 // give them all the same chances
381 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read)) 282 flush_sockets ();
382 HandleClient (s, pl);
383 283
384 //TODO: should not be done here, either 284 //TODO: should not be done here, either
385 if (s->status != Ns_Dead && pl) 285 for (unsigned i = 0; i < clients.size (); ++i)
386 { 286 clients[i]->refcnt_chk ();
387 /* Update the players stats once per tick. More efficient than
388 * sending them whenever they change, and probably just as useful
389 */
390 esrv_update_stats (pl);
391 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
392 {
393 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
394 if (pl->last_weight != WEIGHT (pl->ob))
395 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
396 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
397 }
398
399 /* draw_client_map does sanity checking that map is
400 * valid, so don't do it here.
401 */
402 draw_client_map (pl->ob);
403 if (s->update_look)
404 esrv_draw_look (pl->ob);
405 }
406 }
407} 287}
408 288

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