--- deliantra/server/socket/loop.C 2006/12/25 11:25:50 1.33 +++ deliantra/server/socket/loop.C 2009/11/03 23:44:21 1.83 @@ -1,25 +1,24 @@ /* - 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero 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 Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to + */ /** * \file @@ -31,7 +30,6 @@ * maintanance (checking for lost connections and if data has arrived.) */ - #include #include #include @@ -47,8 +45,10 @@ #include -#define MAX_QUEUE_DEPTH 500 //TODO -#define MAX_QUEUE_BACKLOG 5. //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. void client::reset_state () @@ -63,7 +63,7 @@ void client::queue_command (packet_type *handler, char *data, int datalen) { - tstamp stamp = now (); + tstamp stamp = NOW; if (cmd_queue.size () >= MAX_QUEUE_DEPTH) { @@ -73,7 +73,7 @@ } else { - cmd_queue.push_back (command ()); + cmd_queue.resize (cmd_queue.size () + 1); command &cmd = cmd_queue.back (); cmd.stamp = stamp; cmd.handler = handler; @@ -85,84 +85,204 @@ bool client::handle_command () { - bool skipping = false; - - while (!cmd_queue.empty () - && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)) + if (!cmd_queue.empty () + && state == ST_PLAYING + && pl->ob->speed_left > 0.f) { command &cmd = cmd_queue.front (); - if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) + if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW) { - if (!skipping) - { - skipping = true; - reset_state (); - send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED); - } + reset_state (); // the command might actually reset some movement state etc. - cmd_queue.pop_front (); + if (pl) + pl->failmsg ( + "Cannot keep up with your commands, ignoring them! " + "H. " + "Try issuing commands slower, or, if G is incapacitated (paralyzed and so on), " + "wait till your character can act again.\n\nIf G is permanently stuck, then " + "try the B command (or use B to ask somebody to B you out).>" + ); } else - { - execute (cmd.handler, cmd.data, cmd.datalen); - cmd_queue.pop_front (); - return true; - } - } + execute (cmd.handler, cmd.data, cmd.datalen); - return false; + sfree (cmd.data, cmd.datalen + 1); + cmd_queue.pop_front (); + return true; + } + else + return false; } void -flush_sockets (void) +client::tick () { - for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) - (*i)->flush (); -} + if (!pl || destroyed ()) + return; -/** - * 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) -{ -#ifdef CS_LOGSTATS - if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) - write_cs_stats (); + pl->dirty = true; + + /* Update the players stats once per tick. More efficient than + * sending them whenever they change, and probably just as useful + */ + esrv_update_stats (pl); + + sint32 weight = pl->ob->client_weight (); + + if (last_weight != weight) + { + pl->ob->update_stats (); + esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); + } + + draw_client_map (pl); + + if (update_look) + esrv_draw_look (pl); + + mapinfo_queue_run (); + +#if HAVE_TCP_INFO + // check time of last ack, and, if too old, kill connection + socklen_t len = sizeof (tcpi); + + if (!getsockopt (fd, IPPROTO_TCP, TCP_INFO, &tcpi, &len) && len == sizeof (tcpi)) + { + if (tcpi.tcpi_snd_mss) + mss = tcpi.tcpi_snd_mss; + +#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 - //TODO: should not be done here, either - for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) + // fast-time-out a player by checking for missing acks + // do this only when player is active + if (pl && pl->active + && tcpi.tcpi_last_ack_recv > int (socket_timeout * 1000)) + { + 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 (); + } + } +#endif + + rate_avail = min (max_rate + mss, rate_avail + max_rate); + + int max_send = rate_avail; + +#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 + + // round to next-lowest mss + max_send -= max_send % mss; + + if (ixface.empty ()) { - client *s = *i; + // regularly send a new face when queue is empty + if (bg_scrub && !--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; - if (player *pl = s->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)); + // 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 + 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; + } } - - s->refcnt_chk (); } + + 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 (); }