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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.18 by root, Fri Dec 15 04:21:29 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
45 42
46#include <unistd.h> 43#include <unistd.h>
47#include <arpa/inet.h> 44#include <arpa/inet.h>
48 45
49#include <loader.h> 46#include <loader.h>
50#include <newserver.h>
51 47
52/***************************************************************************** 48#define BG_SCRUB_RATE 4 // how often to send a face in the background
53 * Start of command dispatch area.
54 * The commands here are protocol commands.
55 ****************************************************************************/
56 49
57/* Either keep this near the start or end of the file so it is 50#define MAX_QUEUE_DEPTH 50
58 * at least reasonablye easy to find. 51#define MAX_QUEUE_BACKLOG 3.
59 * There are really 2 commands - those which are sent/received
60 * before player joins, and those happen after the player has joined.
61 * As such, we have function types that might be called, so
62 * we end up having 2 tables.
63 */
64 52
65enum { 53void
66 PF_PLAYER = 0x01, // must have valid player 54client::reset_state ()
67 PF_IMMEDIATE = 0x02, // TODO: hack, can be executed immediately
68 PF_PLAYING = 0x04, // must be in playing state
69};
70
71struct pkt_type
72{ 55{
73 const char *name; 56 if (!pl)
74 void *cb; 57 return;
75 int flags;
76 58
77 bool may_execute (client_socket *ns) 59 pl->run_on = 0;
60 pl->fire_on = 0;
61}
62
63void
64client::queue_command (packet_type *handler, char *data, int datalen)
65{
66 tstamp stamp = NOW;
67
68 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
78 { 69 {
79 return (!(flags & PF_PLAYER) || ns->pl) 70 //TODO: just disconnect here?
80 && (!(flags & PF_PLAYING) || (ns->pl && ns->pl->state == ST_PLAYING)); 71 reset_state ();
72 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
81 } 73 }
82
83 void execute (client_socket *ns, char *data, int datalen)
84 {
85 //TODO: only one format
86 if (flags & PF_PLAYER)
87 ((void (*)(char *, int, player * ))cb)((char *)data, datalen, ns->pl);
88 else 74 else
89 ((void (*)(char *, int, client_socket *))cb)((char *)data, datalen, ns); 75 {
90 } 76 cmd_queue.resize (cmd_queue.size () + 1);
91}; 77 command &cmd = cmd_queue.back ();
92 78 cmd.stamp = stamp;
93// SocketCommand, PlayingCommand, should not exist with those ugly casts 79 cmd.handler = handler;
94#define SC(cb) (void *)static_cast<void (*)(char *, int, client_socket *)>(cb), 80 cmd.data = salloc<char> (datalen + 1, data);
95#define PC(cb) (void *)static_cast<void (*)(char *, int, player *)>(cb), PF_PLAYER | 81 cmd.datalen = datalen;
96
97/**
98 * Dispatch table for the server.
99 */
100static struct pkt_type packets[] = {
101 {"ncom", PC(NewPlayerCmd) PF_PLAYING },
102 {"command", PC(PlayerCmd) PF_PLAYING },
103
104 {"examine", PC(ExamineCmd) PF_PLAYING | PF_IMMEDIATE },
105 {"apply", PC(ApplyCmd) PF_PLAYING | PF_IMMEDIATE },
106 {"reply", PC(ReplyCmd) PF_IMMEDIATE },
107 {"lookat", PC(LookAt) PF_PLAYING | PF_IMMEDIATE },
108 {"lock", PC(LockItem) PF_PLAYING | PF_IMMEDIATE },
109 {"mark", PC(MarkItem) PF_PLAYING | PF_IMMEDIATE },
110 {"move", PC(MoveCmd) PF_PLAYING | PF_IMMEDIATE },
111 {"ext", PC(ExtCmd) PF_IMMEDIATE }, /* CF+ */
112 {"mapredraw", PC(MapRedrawCmd) PF_IMMEDIATE }, /* Added: phil */
113 {"mapinfo", PC(MapInfoCmd) PF_IMMEDIATE }, /* CF+ */
114
115 {"addme", SC(AddMeCmd) PF_IMMEDIATE },
116 {"askface", SC(SendFaceCmd) 0 }, /* Added: phil */
117 {"requestinfo", SC(RequestInfo) 0 },
118 {"setfacemode", SC(SetFaceMode) PF_IMMEDIATE },
119 {"setsound", SC(SetSound) PF_IMMEDIATE },
120 {"setup", SC(SetUp) PF_IMMEDIATE },
121 {"version", SC(VersionCmd) PF_IMMEDIATE },
122 {"toggleextendedinfos", SC(ToggleExtendedInfos) PF_IMMEDIATE }, /*Added: tchize */
123 {"toggleextendedtext", SC(ToggleExtendedText) PF_IMMEDIATE }, /*Added: tchize */
124 {"asksmooth", SC(AskSmooth) 0 }, /*Added: tchize (smoothing technologies) */
125};
126
127/**
128 * Handle client input.
129 *
130 * HandleClient is actually not named really well - we only get here once
131 * there is input, so we don't do exception or other stuff here.
132 * sock is the output socket information. pl is the player associated
133 * with this socket, null if no player (one of the init_sockets for just
134 * starting a connection)
135 */
136
137void
138HandleClient (client_socket *ns, player *pl)
139{
140 /* Loop through this - maybe we have several complete packets here. */
141 // limit to a few commands only, though, as to not monopolise the server
142 for (int repeat = 16; repeat--;)
143 { 82 }
144 /* If it is a player, and they don't have any speed left, we 83}
145 * return, and will read in the data when they do have time.
146 */
147 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
148 return;
149 84
150 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 ();
151 93
152 if (pkt_len < 0) 94 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
153 { 95 {
154 LOG (llevError, "read error on player %s\n", &pl->ob->name); 96 reset_state (); // the command might actually reset some movement state etc.
155 /* Caller will take care of cleaning this up */
156 ns->status = Ns_Dead;
157 return;
158 }
159 else if (pkt_len == 0)
160 /* Still dont have a full packet */
161 return;
162 97
163 /* First, break out beginning word. There are at least 98 if (pl)
164 * a few commands that do not have any paremeters. If 99 pl->failmsg (
165 * we get such a command, don't worry about trying 100 "Cannot keep up with your commands, ignoring them! "
166 * to break it up. 101 "H<Your character cannot keep up with the instructions you give G<him|her>. "
167 */ 102 "Try issuing commands slower, or, if G<he|she> is incapacitated (paralyzed and so on), "
168 int datalen; 103 "wait till your character can act again.\n\nIf G<he|she> is permanently stuck, then "
169 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).>"
170 105 );
171 if (data)
172 {
173 *data++ = 0;
174 datalen = pkt_len - (data - (char *)ns->inbuf);
175 } 106 }
176 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))
177 { 171 {
178 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)");
179 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 ();
180 } 178 }
179 }
180#endif
181 181
182 ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */ 182 rate_avail = min (max_rate + mss, rate_avail + max_rate);
183 183
184 for (pkt_type *pkt = packets; pkt < packets + (sizeof (packets) / sizeof (packets[0])); ++pkt) 184 int max_send = rate_avail;
185 if (!strcmp ((char *)ns->inbuf + 2, pkt->name)) 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)
186 { 199 {
187 if (pkt->may_execute (ns)) 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
188 { 205 {
189 pkt->execute (ns, data, datalen); 206 send_face (scrub_idx, -120);
190 ns->skip_packet (pkt_len); 207 flush_fx ();
191 //D//TODO not doing this causes random memory corruption 208
192 if (pkt->flags & PF_IMMEDIATE) 209 bg_scrub = 1; // send up to one fx per tick, unless an image was requested
193 goto next_packet;
194 return; 210 break;
195 } 211 }
196 } 212 }
197
198 /* If we get here, we didn't find a valid command. Logging
199 * this might be questionable, because a broken client/malicious
200 * user could certainly send a whole bunch of invalid commands.
201 */
202 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf + 2);
203 ns->skip_packet (pkt_len);
204 next_packet:
205 ;
206 }
207}
208
209void
210flush_sockets (void)
211{
212 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i)
213 if ((*i)->status != Ns_Dead)
214 (*i)->flush ();
215}
216
217/**
218 * This checks the sockets for input, does the right thing.
219 *
220 * A bit of this code is grabbed out of socket.c
221 * There are 2 lists we need to look through - init_sockets is a list
222 *
223 */
224void
225doeric_server (void)
226{
227 int i, pollret;
228 fd_set tmp_read;
229 struct sockaddr_in addr;
230 socklen_t addrlen = sizeof (struct sockaddr);
231 player *pl, *next;
232 int maxfd = 0;
233
234#ifdef CS_LOGSTATS
235 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
236 write_cs_stats ();
237#endif
238
239 /* Go through the players. Let the loop set the next pl value,
240 * since we may remove some
241 */
242 //TODO: must be handled cleanly elsewhere
243 for (pl = first_player; pl; )
244 { 213 }
245 player *npl = pl->next; 214 else
215 {
216 bg_scrub = BG_SCRUB_RATE;
246 217
247 //TODO: must be handled cleanly elsewhere 218 for (;;)
248 if (pl->socket->status == Ns_Dead)
249 { 219 {
250 save_player (pl->ob, 0); 220 int avail = max_send - outputbuffer_len ();
251 221
252 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 222 if (avail <= 0)
223 break;
224
225 ixsend &ix = ixface.back ();
226
227 if (facedata *d = face_data (ix.idx, faceset))
253 { 228 {
254 terminate_all_pets (pl->ob); 229 // estimate the packet header overhead "ix " + idx + (new)ofs
255 pl->ob->remove (); 230 int pktlen = 3 + ber32::encoded_size (ix.idx) + ber32::encoded_size (ix.ofs);
231 int chunk = min (avail - packet::hdrlen, MAXSOCKBUF) - pktlen;
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);
256 } 251 }
252 else
253 ix.ofs = 0;
257 254
258 leave (pl, 1); 255 if (!ix.ofs)
259 final_free_player (pl); 256 {
257 ixface.pop_back ();
258
259 if (ixface.empty ())
260 break;
261 }
260 } 262 }
261
262 pl = npl;
263 }
264
265 FD_ZERO (&tmp_read);
266
267 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); )
268 { 263 }
269 client_socket *s = *i;
270 264
271 if (s->status == Ns_Dead) 265 rate_avail -= outputbuffer_len ();
272 { 266}
273 client_sockets.erase (i);
274 delete s;
275 }
276 else
277 {
278 if (s->fd > maxfd) maxfd = s->fd;
279 267
280 FD_SET (s->fd, &tmp_read); 268void
281 269client::flush_sockets (void)
282 ++i; 270{
283 }
284 }
285
286 struct timeval timeout;
287
288 timeout.tv_sec = 0;
289 timeout.tv_usec = 0;
290
291 pollret = select (maxfd + 1,
292 &tmp_read, 0, 0,
293 &timeout);
294
295 if (pollret == -1)
296 {
297 LOG (llevError, "select failed: %s\n", strerror (errno));
298 return;
299 }
300
301 /* We need to do some of the processing below regardless */
302
303 /* Check for any input on the sockets */
304 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) 271 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
305 { 272 (*i)->flush ();
306 client_socket *s = *i; 273}
307 player *pl = s->pl;
308 274
309 //TODO: disassociate handleclient from socket readin 275void
310 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read)) 276client::clock (void)
311 HandleClient (s, pl); 277{
278 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
279 (*i)->tick ();
312 280
281 // give them all the same chances
282 flush_sockets ();
283
313 //TODO: should not be done here, either 284 //TODO: should not be done here, either
314 if (s->status != Ns_Dead && pl) 285 for (unsigned i = 0; i < clients.size (); ++i)
315 { 286 clients[i]->refcnt_chk ();
316 /* Update the players stats once per tick. More efficient than
317 * sending them whenever they change, and probably just as useful
318 */
319 esrv_update_stats (pl);
320 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
321 {
322 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
323 if (pl->last_weight != WEIGHT (pl->ob))
324 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
325 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
326 }
327
328 /* draw_client_map does sanity checking that map is
329 * valid, so don't do it here.
330 */
331 draw_client_map (pl->ob);
332 if (s->update_look)
333 esrv_draw_look (pl->ob);
334 }
335 }
336} 287}
337 288

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