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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.23 by root, Sat Dec 16 17:16:52 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
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 47
48#define BG_SCRUB_RATE 4 // how often to send a face in the background
49
51#define MAX_QUEUE_DEPTH 500 //TODO 50#define MAX_QUEUE_DEPTH 50
52#define MAX_QUEUE_BACKLOG 5. //TODO 51#define MAX_QUEUE_BACKLOG 3.
53 52
54void 53void
55client::reset_state () 54client::reset_state ()
56{ 55{
57 if (!pl) 56 if (!pl)
62} 61}
63 62
64void 63void
65client::queue_command (packet_type *handler, char *data, int datalen) 64client::queue_command (packet_type *handler, char *data, int datalen)
66{ 65{
67 tstamp stamp = now (); 66 tstamp stamp = NOW;
68 67
69 if (cmd_queue.size () >= MAX_QUEUE_DEPTH) 68 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
70 { 69 {
71 //TODO: just disconnect here? 70 //TODO: just disconnect here?
72 reset_state (); 71 reset_state ();
73 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED); 72 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
74 } 73 }
75 else if (!cmd_queue.empty () && cmd_queue.front ().stamp + MAX_QUEUE_BACKLOG < stamp)
76 {
77 reset_state ();
78 send_packet_printf ("drawinfo %d too many commands in queue, ignoring.", NDI_RED);
79 }
80 else 74 else
81 cmd_queue.push_back (command ( 75 {
82 stamp, handler, (char *)salloc (datalen + 1, data), datalen 76 cmd_queue.resize (cmd_queue.size () + 1);
83 )); 77 command &cmd = cmd_queue.back ();
78 cmd.stamp = stamp;
79 cmd.handler = handler;
80 cmd.data = salloc<char> (datalen + 1, data);
81 cmd.datalen = datalen;
82 }
84} 83}
85 84
86bool 85bool
87client::handle_command () 86client::handle_command ()
88{ 87{
89 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
90 return false;
91
92 if (cmd_queue.empty ()) 88 if (!cmd_queue.empty ()
93 return false; 89 && state == ST_PLAYING
94 90 && pl->ob->speed_left > 0.f)
91 {
95 command &cmd = cmd_queue.front (); 92 command &cmd = cmd_queue.front ();
96 93
97 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) 94 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
98 {
99 reset_state ();
100 send_packet_printf ("drawinfo %d ignoring delayed command.", NDI_RED);
101 }
102 else
103 execute (cmd.handler, cmd.data, cmd.datalen);
104
105 sfree (cmd.data, cmd.datalen);
106 cmd_queue.pop_front ();
107
108 return true;
109}
110
111void
112flush_sockets (void)
113{
114 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
115 if ((*i)->status != Ns_Dead)
116 (*i)->flush ();
117}
118
119/**
120 * This checks the sockets for input, does the right thing.
121 *
122 * A bit of this code is grabbed out of socket.c
123 * There are 2 lists we need to look through - init_sockets is a list
124 *
125 */
126void
127doeric_server (void)
128{
129#ifdef CS_LOGSTATS
130 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
131 write_cs_stats ();
132#endif
133
134 /* Go through the players. Let the loop set the next pl value,
135 * since we may remove some
136 */
137 //TODO: must be handled cleanly elsewhere
138 for (player *pl = first_player; pl; )
139 {
140 player *npl = pl->next;
141
142 //TODO: must be handled cleanly elsewhere
143 if (!pl->socket || pl->socket->status == Ns_Dead)
144 { 95 {
145 save_player (pl->ob, 0); 96 reset_state (); // the command might actually reset some movement state etc.
146 97
147 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 98 if (pl)
99 pl->failmsg (
100 "Cannot keep up with your commands, ignoring them! "
101 "H<Your character cannot keep up with the instructions you give G<him|her>. "
102 "Try issuing commands slower, or, if G<he|she> is incapacitated (paralyzed and so on), "
103 "wait till your character can act again.\n\nIf G<he|she> is permanently stuck, then "
104 "try the B<suicide> command (or use B<chat> to ask somebody to B<invite> you out).>"
148 { 105 );
149 terminate_all_pets (pl->ob);
150 pl->ob->remove ();
151 }
152
153 leave (pl, 1);
154 final_free_player (pl);
155 }
156
157 pl = npl;
158 }
159
160 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
161 {
162 client *s = *i;
163
164 if (s->status == Ns_Dead)
165 {
166 clients.erase (i);
167 delete s;
168 } 106 }
169 else 107 else
170 ++i; 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)
171 } 134 {
135 pl->ob->update_stats ();
136 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
137 }
172 138
173 /* We need to do some of the processing below regardless */ 139 draw_client_map (pl);
174 140
175 /* Check for any input on the sockets */ 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))
171 {
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))
228 {
229 // estimate the packet header overhead "ix " + idx + (new)ofs
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);
251 }
252 else
253 ix.ofs = 0;
254
255 if (!ix.ofs)
256 {
257 ixface.pop_back ();
258
259 if (ixface.empty ())
260 break;
261 }
262 }
263 }
264
265 rate_avail -= outputbuffer_len ();
266}
267
268void
269client::flush_sockets (void)
270{
176 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) 271 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
177 { 272 (*i)->flush ();
178 client *s = *i; 273}
179 player *pl = s->pl;
180 274
181 s->handle_packet (); 275void
182 s->handle_command (); 276client::clock (void)
277{
278 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
279 (*i)->tick ();
183 280
281 // give them all the same chances
282 flush_sockets ();
283
184 //TODO: should not be done here, either 284 //TODO: should not be done here, either
185 if (s->status != Ns_Dead && pl) 285 for (unsigned i = 0; i < clients.size (); ++i)
186 { 286 clients[i]->refcnt_chk ();
187 /* Update the players stats once per tick. More efficient than
188 * sending them whenever they change, and probably just as useful
189 */
190 esrv_update_stats (pl);
191
192 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
193 {
194 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
195 if (pl->last_weight != WEIGHT (pl->ob))
196 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
197 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
198 }
199
200 draw_client_map (pl->ob);
201
202 if (s->update_look)
203 esrv_draw_look (pl->ob);
204 }
205 }
206} 287}
207 288

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