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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 1.63 by root, Sat Jul 28 00:15:03 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & The Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/** 24/**
25 * \file 25 * \file
26 * Main client/server loops. 26 * Main client/server loops.
27 * 27 *
28 * \date 2003-12-02 28 * \date 2003-12-02
29 * 29 *
30 * loop.c mainly deals with initialization and higher level socket 30 * loop.c mainly deals with initialization and higher level socket
31 * maintenance (checking for lost connections and if data has arrived.) 31 * maintanance (checking for lost connections and if data has arrived.)
32 * The reading of data is handled in ericserver.c
33 */ 32 */
34
35 33
36#include <global.h> 34#include <global.h>
37#include <sproto.h> 35#include <sproto.h>
38#include <sockproto.h> 36#include <sockproto.h>
39 37
46#include <unistd.h> 44#include <unistd.h>
47#include <arpa/inet.h> 45#include <arpa/inet.h>
48 46
49#include <loader.h> 47#include <loader.h>
50 48
51/***************************************************************************** 49#define BG_SCRUB_RATE 4 // how often to send a face in the background
52 * Start of command dispatch area.
53 * The commands here are protocol commands.
54 ****************************************************************************/
55 50
56/* Either keep this near the start or end of the file so it is 51#define MAX_QUEUE_DEPTH 500
57 * at least reasonablye easy to find. 52#define MAX_QUEUE_BACKLOG 3.
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 53
64enum { 54void
65 PF_PLAYER = 0x01, // must have valid player 55client::reset_state ()
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
82 void execute (client *ns, char *data, int datalen)
83 {
84 //TODO: only one format
85 if (flags & PF_PLAYER)
86 ((void (*)(char *, int, player * ))cb)((char *)data, datalen, ns->pl);
87 else 75 else
88 ((void (*)(char *, int, client *))cb)((char *)data, datalen, ns); 76 {
89 } 77 cmd_queue.push_back (command ());
90}; 78 command &cmd = cmd_queue.back ();
91 79 cmd.stamp = stamp;
92// SocketCommand, PlayingCommand, should not exist with those ugly casts 80 cmd.handler = handler;
93#define SC(cb) (void *)static_cast<void (*)(char *, int, client *)>(cb), 81 cmd.data = salloc<char> (datalen + 1, data);
94#define PC(cb) (void *)static_cast<void (*)(char *, int, player *)>(cb), PF_PLAYER | 82 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 { 83 }
142 /* If it is a player, and they don't have any speed left, we 84}
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 85
148 int pkt_len = ns->read_packet (); 86bool
87client::handle_command ()
88{
89 if (!cmd_queue.empty ()
90 && state == ST_PLAYING
91 && pl->ob->speed_left > 0.f)
92 {
93 command &cmd = cmd_queue.front ();
149 94
150 if (pkt_len < 0) 95 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
151 { 96 {
152 LOG (llevError, "read error on player %s\n", &pl->ob->name); 97 reset_state ();
153 /* Caller will take care of cleaning this up */ 98 send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED);
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 } 99 }
174 else 100 else
175 { 101 execute (cmd.handler, cmd.data, cmd.datalen);
176 data = (char *)ns->inbuf + 2; // better read garbage than segfault
177 datalen = 0;
178 }
179 102
180 ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */ 103 cmd_queue.pop_front ();
181 104 return true;
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 } 105 }
106 else
107 return false;
205} 108}
206 109
207void 110void
208flush_sockets (void) 111flush_sockets (void)
209{ 112{
210 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) 113 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
211 if ((*i)->status != Ns_Dead)
212 (*i)->flush (); 114 (*i)->flush ();
213} 115}
214 116
215/** 117/**
216 * This checks the sockets for input, does the right thing. 118 * This checks the sockets for input, does the right thing.
217 * 119 *
220 * 122 *
221 */ 123 */
222void 124void
223doeric_server (void) 125doeric_server (void)
224{ 126{
225 int i, pollret; 127 //TODO: should not be done here, either
226 fd_set tmp_read; 128 for (unsigned i = 0; i < clients.size (); ++i)
227 struct sockaddr_in addr; 129 {
228 socklen_t addrlen = sizeof (struct sockaddr); 130 client *ns = clients [i];
229 player *pl, *next;
230 int maxfd = 0;
231 131
232#ifdef CS_LOGSTATS 132 ns->tick ();
233 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 133 ns->refcnt_chk ();
234 write_cs_stats (); 134 }
135}
136
137void
138client::tick ()
139{
140 if (!pl || destroyed ())
141 return;
142
143 /* Update the players stats once per tick. More efficient than
144 * sending them whenever they change, and probably just as useful
145 */
146 esrv_update_stats (pl);
147
148 if (last_weight != -1 && last_weight != WEIGHT (pl->ob))
149 {
150 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
151 if (last_weight != WEIGHT (pl->ob))
152 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
153 (unsigned long) last_weight, WEIGHT (pl->ob));
154 }
155
156 draw_client_map (pl);
157
158 if (update_look)
159 esrv_draw_look (pl);
160
161 if (ixface.empty ())
162 {
163 // regularly send a new face when queue is empty
164 if (bg_scrub && !--bg_scrub && enable_bg_scrub)
165 while (scrub_idx < faces.size () - 1)
166 {
167 ++scrub_idx;
168
169 if (!faces_sent [scrub_idx])
170 {
171 send_face (scrub_idx, -120);
172 flush_fx ();
173
174 bg_scrub = 1; // send up to one face per tick, unless an image was requested
175 break;
176 }
177 }
178
179 rate_avail = max_rate - outputbuffer_len ();
180 }
181 else
182 {
183 bool overload = false;
184
185#if HAVE_TCP_INFO
186 // do bandwidth checking
187 if (tcpi.tcpi_unacked + 1 > max (4, tcpi.tcpi_snd_cwnd))
188 {
189 overload = true;
190 if (next_rate_adjust <= NOW)
191 {
192 next_rate_adjust = NOW + 2;
193 max_rate = max (max_rate >> 1, int (5000 * TICK));
194 LOG (llevDebug, "tcp %s overloaded (%d + 1 > 4 | %d), rate now %d\n",
195 host, (int)tcpi.tcpi_unacked, (int)tcpi.tcpi_snd_cwnd, int (max_rate / TICK));//D
196 send_packet_printf ("drawinfo %d Due to possible network congestion, your output-rate has been reduced to %dbps.",
197 NDI_RED, int (max_rate / TICK));
198 }
199 }
235#endif 200#endif
236 201
237 /* Go through the players. Let the loop set the next pl value, 202 if (!overload)
238 * since we may remove some
239 */
240 //TODO: must be handled cleanly elsewhere
241 for (pl = first_player; pl; )
242 {
243 player *npl = pl->next;
244
245 //TODO: must be handled cleanly elsewhere
246 if (pl->socket->status == Ns_Dead)
247 { 203 {
248 save_player (pl->ob, 0); 204 int ol = outputbuffer_len ();
249 205
250 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 206 rate_avail = min (max_rate, rate_avail + max_rate);
207 rate_avail -= ol;
208
209 int avail = rate_avail;
210
211 // if we can split images, transfer up to mss-sized packets if possible
212 // but never 768 bytes more.
213 if (fxix) avail += min (768, mss - (ol % mss));
214
215 bg_scrub = BG_SCRUB_RATE;
216
217 while (avail > 0)
251 { 218 {
252 terminate_all_pets (pl->ob); 219 ixsend &ix = ixface.back ();
253 pl->ob->remove (); 220
221 if (facedata *d = face_data (ix.idx, faceset))
222 {
223 if (fxix)
224 {
225 // only transfer something if the amount of data transferred
226 // has a healthy relation to the header overhead
227 if (avail <= 40)
228 break;
229
230 // 9 bytes is enough for fx_FFFOOO
231 int chunk = min (min (avail, MAXSOCKBUF - 9), (int)ix.ofs);
232
233 if (chunk <= 0)
234 break;
235
236 ix.ofs -= chunk;
237
238 //fprintf (stderr, "i%dx %6d: %5d+%4d (%4d)\n", fxix, ix.idx,ix.ofs,chunk, ixface.size());//D
239
240 packet sl ("ix");
241
242 sl << ber32 (ix.idx)
243 << ber32 (ix.ofs)
244 << data (d->data.data () + ix.ofs, chunk);
245
246 send_packet (sl);
247 }
248 else
249 {
250 send_image (ix.idx);
251 ix.ofs = 0;
252 }
253 }
254 else
255 ix.ofs = 0;
256
257 int consumed = outputbuffer_len () - ol;
258
259 avail -= consumed;
260 rate_avail -= consumed;
261
262 ol = outputbuffer_len ();
263
264 if (!ix.ofs)
265 {
266 ixface.pop_back ();
267
268 if (ixface.empty ())
269 break;
270 }
254 } 271 }
255
256 leave (pl, 1);
257 final_free_player (pl);
258 } 272 }
259
260 pl = npl;
261 }
262
263 FD_ZERO (&tmp_read);
264
265 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
266 { 273 }
267 client *s = *i;
268
269 if (s->status == Ns_Dead)
270 {
271 clients.erase (i);
272 delete s;
273 }
274 else
275 {
276 if (s->fd > maxfd) maxfd = s->fd;
277
278 FD_SET (s->fd, &tmp_read);
279
280 ++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 }
298
299 /* We need to do some of the processing below regardless */
300
301 /* Check for any input on the sockets */
302 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
303 {
304 client *s = *i;
305 player *pl = s->pl;
306
307 //TODO: disassociate handleclient from socket readin
308 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read))
309 HandleClient (s, pl);
310
311 //TODO: should not be done here, either
312 if (s->status != Ns_Dead && pl)
313 {
314 /* Update the players stats once per tick. More efficient than
315 * sending them whenever they change, and probably just as useful
316 */
317 esrv_update_stats (pl);
318 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
319 {
320 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
321 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",
323 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
324 }
325
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);
330 if (s->update_look)
331 esrv_draw_look (pl->ob);
332 }
333 }
334} 274}
335 275

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