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/cvs/deliantra/server/socket/loop.C
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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.19 by root, Fri Dec 15 19:59:20 2006 UTC vs.
Revision 1.20 by root, Sat Dec 16 03:08:26 2006 UTC

46#include <unistd.h> 46#include <unistd.h>
47#include <arpa/inet.h> 47#include <arpa/inet.h>
48 48
49#include <loader.h> 49#include <loader.h>
50 50
51/***************************************************************************** 51#define MAX_QUEUE_DEPTH 500 //TODO
52 * Start of command dispatch area.
53 * The commands here are protocol commands.
54 ****************************************************************************/
55 52
56/* Either keep this near the start or end of the file so it is 53//TODO: cannot use this, as it might ignore vital commands such as fire_stop
57 * at least reasonablye easy to find. 54#define MAX_QUEUE_BACKLOG 1e99 //TODO
58 * There are really 2 commands - those which are sent/received
59 * before player joins, and those happen after the player has joined.
60 * As such, we have function types that might be called, so
61 * we end up having 2 tables.
62 */
63 55
64enum { 56void
65 PF_PLAYER = 0x01, // must have valid player 57client::queue_command (packet_type *handler, char *data, int datalen)
66 PF_IMMEDIATE = 0x02, // TODO: hack, can be executed immediately 58{
67 PF_PLAYING = 0x04, // must be in playing state 59 tstamp stamp = now ();
68};
69 60
70struct pkt_type 61 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
62 //TODO: just disconnect here?
63 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
64 else if (!cmd_queue.empty () && cmd_queue.front ().stamp + MAX_QUEUE_BACKLOG < stamp)
65 //TODO: do fire_stop and other things that might be necessary
66 send_packet_printf ("drawinfo %d too many commands in queue, ignoring.", NDI_RED);
67 else
68 cmd_queue.push_back (command (
69 stamp, handler, (char *)salloc (datalen, data), datalen
70 ));
71}
72
73bool
74client::handle_command ()
71{ 75{
72 const char *name; 76 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
73 void *cb; 77 return false;
74 int flags;
75 78
76 bool may_execute (client *ns) 79 if (cmd_queue.empty ())
77 { 80 return false;
78 return (!(flags & PF_PLAYER) || ns->pl)
79 && (!(flags & PF_PLAYING) || (ns->pl && ns->pl->state == ST_PLAYING));
80 }
81 81
82 void execute (client *ns, char *data, int datalen) 82 command &cmd = cmd_queue.front ();
83 {
84 //TODO: only one format
85 if (flags & PF_PLAYER)
86 ((void (*)(char *, int, player * ))cb)((char *)data, datalen, ns->pl);
87 else
88 ((void (*)(char *, int, client *))cb)((char *)data, datalen, ns);
89 }
90};
91 83
92// SocketCommand, PlayingCommand, should not exist with those ugly casts 84 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
93#define SC(cb) (void *)static_cast<void (*)(char *, int, client *)>(cb), 85 //TODO: do fire_stop and other things that might be necessary
94#define PC(cb) (void *)static_cast<void (*)(char *, int, player *)>(cb), PF_PLAYER | 86 send_packet_printf ("drawinfo %d ignoring delayed command.", NDI_RED);
87 else
88 execute (cmd.handler, cmd.data, cmd.datalen);
95 89
96/** 90 sfree (cmd.data, cmd.datalen);
97 * Dispatch table for the server. 91 cmd_queue.pop_front ();
98 */
99static struct pkt_type packets[] = {
100 {"ncom", PC(NewPlayerCmd) PF_PLAYING },
101 {"command", PC(PlayerCmd) PF_PLAYING },
102 92
103 {"examine", PC(ExamineCmd) PF_PLAYING | PF_IMMEDIATE }, 93 return true;
104 {"apply", PC(ApplyCmd) PF_PLAYING | PF_IMMEDIATE },
105 {"reply", PC(ReplyCmd) PF_IMMEDIATE },
106 {"lookat", PC(LookAt) PF_PLAYING | PF_IMMEDIATE },
107 {"lock", PC(LockItem) PF_PLAYING | PF_IMMEDIATE },
108 {"mark", PC(MarkItem) PF_PLAYING | PF_IMMEDIATE },
109 {"move", PC(MoveCmd) PF_PLAYING | PF_IMMEDIATE },
110 {"ext", PC(ExtCmd) PF_IMMEDIATE }, /* CF+ */
111 {"mapredraw", PC(MapRedrawCmd) PF_IMMEDIATE }, /* Added: phil */
112 {"mapinfo", PC(MapInfoCmd) PF_IMMEDIATE }, /* CF+ */
113
114 {"addme", SC(AddMeCmd) PF_IMMEDIATE },
115 {"askface", SC(SendFaceCmd) 0 }, /* Added: phil */
116 {"requestinfo", SC(RequestInfo) 0 },
117 {"setfacemode", SC(SetFaceMode) PF_IMMEDIATE },
118 {"setsound", SC(SetSound) PF_IMMEDIATE },
119 {"setup", SC(SetUp) PF_IMMEDIATE },
120 {"version", SC(VersionCmd) PF_IMMEDIATE },
121 {"toggleextendedinfos", SC(ToggleExtendedInfos) PF_IMMEDIATE }, /*Added: tchize */
122 {"toggleextendedtext", SC(ToggleExtendedText) PF_IMMEDIATE }, /*Added: tchize */
123 {"asksmooth", SC(AskSmooth) 0 }, /*Added: tchize (smoothing technologies) */
124};
125
126/**
127 * Handle client input.
128 *
129 * HandleClient is actually not named really well - we only get here once
130 * there is input, so we don't do exception or other stuff here.
131 * sock is the output socket information. pl is the player associated
132 * with this socket, null if no player (one of the init_sockets for just
133 * starting a connection)
134 */
135void
136HandleClient (client *ns, player *pl)
137{
138 /* Loop through this - maybe we have several complete packets here. */
139 // limit to a few commands only, though, as to not monopolise the server
140 for (int repeat = 16; repeat--;)
141 {
142 /* If it is a player, and they don't have any speed left, we
143 * return, and will read in the data when they do have time.
144 */
145 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
146 return;
147
148 int pkt_len = ns->read_packet ();
149
150 if (pkt_len < 0)
151 {
152 LOG (llevError, "read error on player %s\n", &pl->ob->name);
153 /* Caller will take care of cleaning this up */
154 ns->status = Ns_Dead;
155 return;
156 }
157 else if (pkt_len == 0)
158 /* Still dont have a full packet */
159 return;
160
161 /* First, break out beginning word. There are at least
162 * a few commands that do not have any paremeters. If
163 * we get such a command, don't worry about trying
164 * to break it up.
165 */
166 int datalen;
167 char *data = strchr ((char *)ns->inbuf + 2, ' ');
168
169 if (data)
170 {
171 *data++ = 0;
172 datalen = pkt_len - (data - (char *)ns->inbuf);
173 }
174 else
175 {
176 data = (char *)ns->inbuf + 2; // better read garbage than segfault
177 datalen = 0;
178 }
179
180 ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */
181
182 for (pkt_type *pkt = packets; pkt < packets + (sizeof (packets) / sizeof (packets[0])); ++pkt)
183 if (!strcmp ((char *)ns->inbuf + 2, pkt->name))
184 {
185 if (pkt->may_execute (ns))
186 {
187 pkt->execute (ns, data, datalen);
188 ns->skip_packet (pkt_len);
189 //D//TODO not doing this causes random memory corruption
190 if (pkt->flags & PF_IMMEDIATE)
191 goto next_packet;
192 return;
193 }
194 }
195
196 /* If we get here, we didn't find a valid command. Logging
197 * this might be questionable, because a broken client/malicious
198 * user could certainly send a whole bunch of invalid commands.
199 */
200 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf + 2);
201 ns->skip_packet (pkt_len);
202 next_packet:
203 ;
204 }
205} 94}
206 95
207void 96void
208flush_sockets (void) 97flush_sockets (void)
209{ 98{
220 * 109 *
221 */ 110 */
222void 111void
223doeric_server (void) 112doeric_server (void)
224{ 113{
225 int i, pollret;
226 fd_set tmp_read;
227 struct sockaddr_in addr;
228 socklen_t addrlen = sizeof (struct sockaddr);
229 player *pl, *next;
230 int maxfd = 0;
231
232#ifdef CS_LOGSTATS 114#ifdef CS_LOGSTATS
233 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 115 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
234 write_cs_stats (); 116 write_cs_stats ();
235#endif 117#endif
236 118
237 /* Go through the players. Let the loop set the next pl value, 119 /* Go through the players. Let the loop set the next pl value,
238 * since we may remove some 120 * since we may remove some
239 */ 121 */
240 //TODO: must be handled cleanly elsewhere 122 //TODO: must be handled cleanly elsewhere
241 for (pl = first_player; pl; ) 123 for (player *pl = first_player; pl; )
242 { 124 {
243 player *npl = pl->next; 125 player *npl = pl->next;
244 126
245 //TODO: must be handled cleanly elsewhere 127 //TODO: must be handled cleanly elsewhere
246 if (pl->socket->status == Ns_Dead) 128 if (!pl->socket || pl->socket->status == Ns_Dead)
247 { 129 {
248 save_player (pl->ob, 0); 130 save_player (pl->ob, 0);
249 131
250 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 132 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
251 { 133 {
258 } 140 }
259 141
260 pl = npl; 142 pl = npl;
261 } 143 }
262 144
263 FD_ZERO (&tmp_read);
264
265 for (sockvec::iterator i = clients.begin (); i != clients.end (); ) 145 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
266 { 146 {
267 client *s = *i; 147 client *s = *i;
268 148
269 if (s->status == Ns_Dead) 149 if (s->status == Ns_Dead)
270 { 150 {
271 clients.erase (i); 151 clients.erase (i);
272 delete s; 152 delete s;
273 } 153 }
274 else 154 else
275 {
276 if (s->fd > maxfd) maxfd = s->fd;
277
278 FD_SET (s->fd, &tmp_read);
279
280 ++i; 155 ++i;
281 }
282 }
283
284 struct timeval timeout;
285
286 timeout.tv_sec = 0;
287 timeout.tv_usec = 0;
288
289 pollret = select (maxfd + 1,
290 &tmp_read, 0, 0,
291 &timeout);
292
293 if (pollret == -1)
294 {
295 LOG (llevError, "select failed: %s\n", strerror (errno));
296 return;
297 } 156 }
298 157
299 /* We need to do some of the processing below regardless */ 158 /* We need to do some of the processing below regardless */
300 159
301 /* Check for any input on the sockets */ 160 /* Check for any input on the sockets */
302 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) 161 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
303 { 162 {
304 client *s = *i; 163 client *s = *i;
305 player *pl = s->pl; 164 player *pl = s->pl;
306 165
307 //TODO: disassociate handleclient from socket readin 166 s->handle_packet ();
308 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read)) 167 s->handle_command ();
309 HandleClient (s, pl);
310 168
311 //TODO: should not be done here, either 169 //TODO: should not be done here, either
312 if (s->status != Ns_Dead && pl) 170 if (s->status != Ns_Dead && pl)
313 { 171 {
314 /* Update the players stats once per tick. More efficient than 172 /* Update the players stats once per tick. More efficient than
315 * sending them whenever they change, and probably just as useful 173 * sending them whenever they change, and probably just as useful
316 */ 174 */
317 esrv_update_stats (pl); 175 esrv_update_stats (pl);
176
318 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) 177 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
319 { 178 {
320 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); 179 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
321 if (pl->last_weight != WEIGHT (pl->ob)) 180 if (pl->last_weight != WEIGHT (pl->ob))
322 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", 181 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
323 (unsigned long) pl->last_weight, WEIGHT (pl->ob)); 182 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
324 } 183 }
325 184
326 /* draw_client_map does sanity checking that map is
327 * valid, so don't do it here.
328 */
329 draw_client_map (pl->ob); 185 draw_client_map (pl->ob);
186
330 if (s->update_look) 187 if (s->update_look)
331 esrv_draw_look (pl->ob); 188 esrv_draw_look (pl->ob);
332 } 189 }
333 } 190 }
334} 191}

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