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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 1.99 by root, Sun Nov 18 09:29:25 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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
44#include <netdb.h> 41#include <netdb.h>
45 42
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#define BG_SCRUB_RATE 4 // how often to send a face in the background
50 47
51/***************************************************************************** 48#define MAX_QUEUE_DEPTH 50
52 * Start of command dispatch area. 49#define MAX_QUEUE_BACKLOG 3.
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 51void
57 * at least reasonablye easy to find. 52client::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{ 53{
72 const char *name; 54 if (!pl)
73 void *cb; 55 return;
74 int flags;
75 56
76 bool may_execute (client *ns) 57 pl->run_on = 0;
58 pl->fire_on = 0;
59}
60
61void
62client::queue_command (packet_type *handler, char *data, int datalen)
63{
64 tstamp stamp = NOW;
65
66 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
77 { 67 {
78 return (!(flags & PF_PLAYER) || ns->pl) 68 reset_state ();
79 && (!(flags & PF_PLAYING) || (ns->pl && ns->pl->state == ST_PLAYING)); 69 send_packet_printf ("msg %d log command queue overflow, ignoring.", NDI_RED);
80 } 70 }
81 71 else
82 void execute (client *ns, char *data, int datalen)
83 { 72 {
84 //TODO: only one format 73 cmd_queue.resize (cmd_queue.size () + 1);
85 if (flags & PF_PLAYER) 74 command &cmd = cmd_queue.back ();
86 ((void (*)(char *, int, player * ))cb)((char *)data, datalen, ns->pl); 75 cmd.stamp = stamp;
76 cmd.handler = handler;
77 cmd.data = salloc<char> (datalen + 1, data);
78 cmd.datalen = datalen;
79 }
80}
81
82bool
83client::handle_command ()
84{
85 if (!cmd_queue.empty ()
86 && state == ST_PLAYING
87 && pl->ob->speed_left > 0.f)
88 {
89 command &cmd = cmd_queue.front ();
90
91 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
92 {
93 reset_state (); // the command might actually reset some movement state etc.
94
95 if (pl)
96 pl->failmsg (
97 "Cannot keep up with your commands, ignoring them! "
98 "H<Your character cannot keep up with the instructions you give G<him|her>. "
99 "Try issuing commands slower, or, if G<he|she> is incapacitated (paralyzed and so on), "
100 "wait till your character can act again.\n\nIf G<he|she> is permanently stuck, then "
101 "try the B<suicide> command (or use B<chat> to ask somebody to B<invite> you out).>"
102 );
103 }
87 else 104 else
88 ((void (*)(char *, int, client *))cb)((char *)data, datalen, ns); 105 execute (cmd.handler, cmd.data, cmd.datalen);
89 }
90};
91 106
92// SocketCommand, PlayingCommand, should not exist with those ugly casts 107 sfree<char> (cmd.data, cmd.datalen + 1);
93#define SC(cb) (void *)static_cast<void (*)(char *, int, client *)>(cb), 108 cmd_queue.pop_front ();
94#define PC(cb) (void *)static_cast<void (*)(char *, int, player *)>(cb), PF_PLAYER | 109 return true;
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 { 110 }
142 /* If it is a player, and they don't have any speed left, we 111 else
143 * return, and will read in the data when they do have time. 112 return false;
113}
114
115void
116client::tick ()
117{
118 if (destroyed ())
119 return;
120
121 if (pl)
122 {
123 pl->dirty = true;
124
125 /* Update the players stats once per tick. More efficient than
126 * sending them whenever they change, and probably just as useful
144 */ 127 */
145 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0) 128 pl->need_updated_stats ();
146 return; 129 esrv_update_stats (pl);
147 130
148 int pkt_len = ns->read_packet (); 131 if (pl->ns->update_spells)
132 esrv_update_spells (pl);
149 133
150 if (pkt_len < 0) 134 sint32 weight = pl->ob->client_weight ();
151 { 135
152 LOG (llevError, "read error on player %s\n", &pl->ob->name); 136 if (last_weight != weight)
153 /* Caller will take care of cleaning this up */
154 ns->status = Ns_Dead;
155 return;
156 } 137 {
157 else if (pkt_len == 0) 138 pl->ob->update_stats ();
158 /* Still dont have a full packet */ 139 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
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 { 140 }
171 *data++ = 0; 141
172 datalen = pkt_len - (data - (char *)ns->inbuf); 142 draw_client_map (pl);
143
144 if (update_look)
145 esrv_draw_look (pl);
146
147 mapinfo_queue_run ();
148 }
149
150#if HAVE_TCP_INFO
151 // check time of last ack, and, if too old, kill connection
152 socklen_t len = sizeof (tcpi);
153
154 if (!getsockopt (fd, IPPROTO_TCP, TCP_INFO, &tcpi, &len) && len == sizeof (tcpi))
155 {
156 if (tcpi.tcpi_snd_mss)
157 mss = tcpi.tcpi_snd_mss;
158
159#if 0
160 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",
161 tcpi.tcpi_unacked,
162 tcpi.tcpi_sacked,
163 tcpi.tcpi_lost,
164 tcpi.tcpi_retrans,
165 tcpi.tcpi_fackets,
166 tcpi.tcpi_snd_ssthresh, tcpi.tcpi_snd_cwnd, tcpi.tcpi_advmss, tcpi.tcpi_pmtu, tcpi.tcpi_advmss,
167
168 tcpi.tcpi_snd_cwnd - (tcpi.tcpi_unacked - tcpi.tcpi_sacked));
169#endif
170
171 // fast-time-out a player by checking for missing acks
172 // do this only when player is active
173 if (pl && pl->active
174 && tcpi.tcpi_last_ack_recv > int (socket_timeout * 1000))
173 } 175 {
174 else 176 send_msg (NDI_RED | NDI_REPLY, "connection-timeout", "safety disconnect due to tcp/ip timeout (no packets received)");
177 write_outputbuffer ();
178
179 LOG (llevDebug, "connection on fd %d closed due to ack timeout (%u/%u/%u)\n", fd,
180 (unsigned)tcpi.tcpi_last_ack_recv, (unsigned)tcpi.tcpi_last_data_sent, (unsigned)tcpi.tcpi_unacked);
181 destroy ();
175 { 182 }
176 data = (char *)ns->inbuf + 2; // better read garbage than segfault 183 }
177 datalen = 0; 184#endif
178 }
179 185
180 ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */ 186 // limit budget surplus/deficit by one mss, add per-tick budget
187 rate_avail = min (rate_avail, mss) + max_rate;
181 188
182 for (pkt_type *pkt = packets; pkt < packets + (sizeof (packets) / sizeof (packets[0])); ++pkt) 189 int max_send = rate_avail;
183 if (!strcmp ((char *)ns->inbuf + 2, pkt->name)) 190
191#if HAVE_TCP_INFO
192 // further restrict the available bandwidth by the excess bandwidth available
193 min_it (max_send, (tcpi.tcpi_snd_cwnd - tcpi.tcpi_unacked + tcpi.tcpi_sacked) * mss);
194#endif
195
196 // round to next-lowest mss
197 max_send -= max_send % mss;
198
199 if (ixface.empty ())
200 {
201 // regularly send a new face when queue is empty
202 if (bg_scrub && !--bg_scrub)
203 while (scrub_idx < faces.size () - 1)
184 { 204 {
185 if (pkt->may_execute (ns)) 205 ++scrub_idx;
206
207 if (!faces_sent [scrub_idx])
208 if (faceinfo *f = face_info (scrub_idx))
209 if (f->type == FT_IMAGE || f->type == FT_SOUND) // only scrub faces and sounds for now
186 { 210 {
187 pkt->execute (ns, data, datalen); 211 send_face (scrub_idx, -120);
188 ns->skip_packet (pkt_len); 212 flush_fx ();
189 //D//TODO not doing this causes random memory corruption 213
190 if (pkt->flags & PF_IMMEDIATE) 214 bg_scrub = 1; // send up to one fx per tick, unless an image was requested
191 goto next_packet;
192 return; 215 break;
193 } 216 }
194 } 217 }
195 218 }
196 /* If we get here, we didn't find a valid command. Logging 219 else
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 } 220 {
205} 221 bg_scrub = BG_SCRUB_RATE;
206 222
223 for (;;)
224 {
225 int avail = max_send - outputbuffer_len ();
226
227 if (avail <= 0)
228 break;
229
230 ixsend &ix = ixface.back ();
231
232 // estimate the packet header overhead "ix " + idx + (new)ofs
233 int pktlen = 3 + ber32::encoded_size (ix.idx) + ber32::encoded_size (ix.ofs);
234 int chunk = min (avail - packet::hdrlen, MAXSOCKBUF) - pktlen;
235
236 // only transfer something if the amount of data transferred
237 // has a healthy relation to the header overhead
238 if (chunk < 64)
239 break;
240
241 chunk = min (chunk, (int)ix.ofs);
242
243 ix.ofs -= chunk;
244
245 //fprintf (stderr, "i%dx %6d: %5d+%4d (%4d)\n", fxix, ix.idx,ix.ofs,chunk, ixface.size());//D
246
247 packet sl ("ix");
248
249 sl << ber32 (ix.idx)
250 << ber32 (ix.ofs)
251 << data (ix.data + ix.ofs, chunk);
252
253 send_packet (sl);
254
255 if (!ix.ofs)
256 {
257 ix_pop ();
258
259 if (ixface.empty ())
260 break;
261 }
262 }
263 }
264
265 rate_avail -= outputbuffer_len ();
266}
267
207void 268void
208flush_sockets (void) 269client::flush_sockets ()
209{ 270{
210 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) 271 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
211 if ((*i)->status != Ns_Dead)
212 (*i)->flush (); 272 (*i)->flush ();
213} 273}
214 274
215/**
216 * This checks the sockets for input, does the right thing.
217 *
218 * A bit of this code is grabbed out of socket.c
219 * There are 2 lists we need to look through - init_sockets is a list
220 *
221 */
222void 275void
223doeric_server (void) 276client::clock ()
224{ 277{
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
233 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
234 write_cs_stats ();
235#endif
236
237 /* Go through the players. Let the loop set the next pl value,
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 {
248 save_player (pl->ob, 0);
249
250 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
251 {
252 terminate_all_pets (pl->ob);
253 pl->ob->remove ();
254 }
255
256 leave (pl, 1);
257 final_free_player (pl);
258 }
259
260 pl = npl;
261 }
262
263 FD_ZERO (&tmp_read);
264
265 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
266 {
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) 278 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
303 { 279 (*i)->tick ();
304 client *s = *i;
305 player *pl = s->pl;
306 280
307 //TODO: disassociate handleclient from socket readin 281 // give them all the same chances
308 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read)) 282 flush_sockets ();
309 HandleClient (s, pl);
310 283
311 //TODO: should not be done here, either 284 //TODO: should not be done here, either
312 if (s->status != Ns_Dead && pl) 285 for (unsigned i = 0; i < clients.size (); ++i)
313 { 286 clients[i]->refcnt_chk ();
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} 287}
335 288

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