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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 1.25 by root, Sat Dec 16 21:40:26 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. 52#define MAX_QUEUE_BACKLOG 5. //TODO
53 * The commands here are protocol commands.
54 ****************************************************************************/
55 53
56/* Either keep this near the start or end of the file so it is 54void
57 * at least reasonablye easy to find. 55client::reset_state ()
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
64enum {
65 PF_PLAYER = 0x01, // must have valid player
66 PF_IMMEDIATE = 0x02, // TODO: hack, can be executed immediately
67 PF_PLAYING = 0x04, // must be in playing state
68};
69
70struct pkt_type
71{ 56{
72 const char *name; 57 if (!pl)
73 void *cb; 58 return;
74 int flags;
75 59
76 bool may_execute (client *ns) 60 pl->run_on = 0;
61 pl->fire_on = 0;
62}
63
64void
65client::queue_command (packet_type *handler, char *data, int datalen)
66{
67 tstamp stamp = now ();
68
69 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
77 { 70 {
78 return (!(flags & PF_PLAYER) || ns->pl) 71 //TODO: just disconnect here?
79 && (!(flags & PF_PLAYING) || (ns->pl && ns->pl->state == ST_PLAYING)); 72 reset_state ();
73 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
80 } 74 }
81 75 else if (!cmd_queue.empty () && cmd_queue.front ().stamp + MAX_QUEUE_BACKLOG < stamp)
82 void execute (client *ns, char *data, int datalen)
83 { 76 {
84 //TODO: only one format 77 reset_state ();
85 if (flags & PF_PLAYER) 78 send_packet_printf ("drawinfo %d too many commands in queue, ignoring.", NDI_RED);
86 ((void (*)(char *, int, player * ))cb)((char *)data, datalen, ns->pl); 79 }
87 else 80 else
88 ((void (*)(char *, int, client *))cb)((char *)data, datalen, ns); 81 {
89 } 82 cmd_queue.push_back (command ());
90}; 83 command &cmd = cmd_queue.back ();
91 84 cmd.stamp = stamp;
92// SocketCommand, PlayingCommand, should not exist with those ugly casts 85 cmd.handler = handler;
93#define SC(cb) (void *)static_cast<void (*)(char *, int, client *)>(cb), 86 cmd.data = salloc<char> (datalen + 1, data);
94#define PC(cb) (void *)static_cast<void (*)(char *, int, player *)>(cb), PF_PLAYER | 87 cmd.datalen = datalen;
95
96/**
97 * Dispatch table for the server.
98 */
99static struct pkt_type packets[] = {
100 {"ncom", PC(NewPlayerCmd) PF_PLAYING },
101 {"command", PC(PlayerCmd) PF_PLAYING },
102
103 {"examine", PC(ExamineCmd) PF_PLAYING | PF_IMMEDIATE },
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 { 88 }
142 /* If it is a player, and they don't have any speed left, we 89}
143 * return, and will read in the data when they do have time. 90
144 */ 91bool
92client::handle_command ()
93{
145 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0) 94 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
146 return; 95 return false;
147 96
148 int pkt_len = ns->read_packet (); 97 if (cmd_queue.empty ())
98 return false;
149 99
150 if (pkt_len < 0) 100 command &cmd = cmd_queue.front ();
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;
160 101
161 /* First, break out beginning word. There are at least 102 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
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 } 103 {
104 reset_state ();
105 send_packet_printf ("drawinfo %d ignoring delayed command.", NDI_RED);
106 }
107 else
108 execute (cmd.handler, cmd.data, cmd.datalen);
109
110 cmd_queue.pop_front ();
111
112 return true;
205} 113}
206 114
207void 115void
208flush_sockets (void) 116flush_sockets (void)
209{ 117{
220 * 128 *
221 */ 129 */
222void 130void
223doeric_server (void) 131doeric_server (void)
224{ 132{
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 133#ifdef CS_LOGSTATS
233 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 134 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
234 write_cs_stats (); 135 write_cs_stats ();
235#endif 136#endif
236 137
237 /* Go through the players. Let the loop set the next pl value, 138 /* Go through the players. Let the loop set the next pl value,
238 * since we may remove some 139 * since we may remove some
239 */ 140 */
240 //TODO: must be handled cleanly elsewhere 141 //TODO: must be handled cleanly elsewhere
241 for (pl = first_player; pl; ) 142 for (player *pl = first_player; pl; )
242 { 143 {
243 player *npl = pl->next; 144 player *npl = pl->next;
244 145
245 //TODO: must be handled cleanly elsewhere 146 //TODO: must be handled cleanly elsewhere
246 if (pl->socket->status == Ns_Dead) 147 if (!pl->socket || pl->socket->status == Ns_Dead)
247 { 148 {
248 save_player (pl->ob, 0); 149 save_player (pl->ob, 0);
249 150
250 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 151 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
251 { 152 {
257 final_free_player (pl); 158 final_free_player (pl);
258 } 159 }
259 160
260 pl = npl; 161 pl = npl;
261 } 162 }
262
263 FD_ZERO (&tmp_read);
264 163
265 for (sockvec::iterator i = clients.begin (); i != clients.end (); ) 164 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
266 { 165 {
267 client *s = *i; 166 client *s = *i;
268 167
270 { 169 {
271 clients.erase (i); 170 clients.erase (i);
272 delete s; 171 delete s;
273 } 172 }
274 else 173 else
275 {
276 if (s->fd > maxfd) maxfd = s->fd;
277
278 FD_SET (s->fd, &tmp_read);
279
280 ++i; 174 ++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 } 175 }
298 176
299 /* We need to do some of the processing below regardless */ 177 /* We need to do some of the processing below regardless */
300 178
301 /* Check for any input on the sockets */ 179 /* Check for any input on the sockets */
302 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) 180 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
303 { 181 {
304 client *s = *i; 182 client *s = *i;
305 player *pl = s->pl; 183 player *pl = s->pl;
306 184
307 //TODO: disassociate handleclient from socket readin 185 s->handle_packet ();
308 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read)) 186 s->handle_command ();
309 HandleClient (s, pl);
310 187
311 //TODO: should not be done here, either 188 //TODO: should not be done here, either
312 if (s->status != Ns_Dead && pl) 189 if (s->status != Ns_Dead && pl)
313 { 190 {
314 /* Update the players stats once per tick. More efficient than 191 /* Update the players stats once per tick. More efficient than
315 * sending them whenever they change, and probably just as useful 192 * sending them whenever they change, and probably just as useful
316 */ 193 */
317 esrv_update_stats (pl); 194 esrv_update_stats (pl);
195
318 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) 196 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
319 { 197 {
320 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); 198 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
321 if (pl->last_weight != WEIGHT (pl->ob)) 199 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", 200 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)); 201 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
324 } 202 }
325 203
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); 204 draw_client_map (pl->ob);
205
330 if (s->update_look) 206 if (s->update_look)
331 esrv_draw_look (pl->ob); 207 esrv_draw_look (pl->ob);
332 } 208 }
333 } 209 }
334} 210}

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