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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.3 by root, Tue Aug 29 08:01:38 2006 UTC vs.
Revision 1.29 by root, Tue Dec 19 04:58:05 2006 UTC

1
2/*
3 * static char *rcsid_loop_c =
4 * "$Id: loop.C,v 1.3 2006/08/29 08:01:38 root Exp $";
5 */
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
28*/ 22*/
29 23
30/** 24/**
31 * \file 25 * \file
32 * Main client/server loops. 26 * Main client/server loops.
33 * 27 *
34 * \date 2003-12-02 28 * \date 2003-12-02
35 * 29 *
36 * loop.c mainly deals with initialization and higher level socket 30 * loop.c mainly deals with initialization and higher level socket
37 * maintenance (checking for lost connections and if data has arrived.) 31 * maintanance (checking for lost connections and if data has arrived.)
38 * The reading of data is handled in ericserver.c
39 */ 32 */
40 33
41 34
42#include <global.h> 35#include <global.h>
43#ifndef __CEXTRACT__
44#include <sproto.h> 36#include <sproto.h>
45#include <sockproto.h> 37#include <sockproto.h>
46#endif
47 38
48#ifndef WIN32 /* ---win32 exclude unix headers */
49#include <sys/types.h> 39#include <sys/types.h>
50#include <sys/time.h> 40#include <sys/time.h>
51#include <sys/socket.h> 41#include <sys/socket.h>
52#include <netinet/in.h> 42#include <netinet/in.h>
53#include <netdb.h> 43#include <netdb.h>
54#endif /* end win32 */
55 44
56#ifdef HAVE_UNISTD_H
57#include <unistd.h> 45#include <unistd.h>
58#endif
59
60#ifdef HAVE_ARPA_INET_H
61#include <arpa/inet.h> 46#include <arpa/inet.h>
62#endif
63 47
64#include <loader.h> 48#include <loader.h>
65#include <newserver.h>
66 49
67/***************************************************************************** 50#define MAX_QUEUE_DEPTH 500 //TODO
68 * Start of command dispatch area. 51#define MAX_QUEUE_BACKLOG 5. //TODO
69 * The commands here are protocol commands.
70 ****************************************************************************/
71 52
72/* Either keep this near the start or end of the file so it is 53void
73 * at least reasonablye easy to find. 54client::reset_state ()
74 * There are really 2 commands - those which are sent/received 55{
75 * before player joins, and those happen after the player has joined. 56 if (!pl)
76 * As such, we have function types that might be called, so 57 return;
77 * we end up having 2 tables.
78 */
79 58
80typedef void (*func_uint8_int_ns) (char*, int, NewSocket *); 59 pl->run_on = 0;
60 pl->fire_on = 0;
61}
81 62
82struct NsCmdMapping { 63void
83 const char *cmdname; 64client::queue_command (packet_type *handler, char *data, int datalen)
84 func_uint8_int_ns cmdproc; 65{
85}; 66 tstamp stamp = now ();
86 67
87typedef void (*func_uint8_int_pl)(char*, int, player *); 68 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
88struct PlCmdMapping { 69 {
89 const char *cmdname; 70 //TODO: just disconnect here?
90 func_uint8_int_pl cmdproc; 71 reset_state ();
91 uint8 flag; 72 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
92}; 73 }
74 else
75 {
76 cmd_queue.push_back (command ());
77 command &cmd = cmd_queue.back ();
78 cmd.stamp = stamp;
79 cmd.handler = handler;
80 cmd.data = salloc<char> (datalen + 1, data);
81 cmd.datalen = datalen;
82 }
83}
84
85bool
86client::handle_command ()
87{
88 bool skipping = false;
89
90 while (!cmd_queue.empty ()
91 && !(pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0))
92 {
93 command &cmd = cmd_queue.front ();
94
95 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
96 {
97 if (!skipping)
98 {
99 skipping = true;
100 reset_state ();
101 send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED);
102 }
103
104 cmd_queue.pop_front ();
105 }
106 else
107 {
108 execute (cmd.handler, cmd.data, cmd.datalen);
109 cmd_queue.pop_front ();
110 return true;
111 }
112 }
113
114 return false;
115}
116
117void
118flush_sockets (void)
119{
120 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
121 if ((*i)->status != Ns_Dead)
122 (*i)->flush ();
123}
93 124
94/** 125/**
95 * Dispatch table for the server.
96 *
97 * CmdMapping is the dispatch table for the server, used in HandleClient,
98 * which gets called when the client has input. All commands called here
99 * use the same parameter form (char* data, int len, int clientnum.
100 * We do implicit casts, because the data that is being passed is
101 * unsigned (pretty much needs to be for binary data), however, most
102 * of these treat it only as strings, so it makes things easier
103 * to cast it here instead of a bunch of times in the function itself.
104 * flag is 1 if the player must be in the playing state to issue the
105 * command, 0 if they can issue it at any time.
106 */
107static struct PlCmdMapping plcommands[] = {
108 { "examine", ExamineCmd, 1},
109 { "apply", ApplyCmd, 1},
110 { "move", MoveCmd, 1},
111 { "reply", ReplyCmd, 0},
112 { "command", PlayerCmd, 1},
113 { "ncom", (func_uint8_int_pl)NewPlayerCmd, 1},
114 { "lookat", LookAt, 1},
115 { "lock", (func_uint8_int_pl)LockItem, 1},
116 { "mark", (func_uint8_int_pl)MarkItem, 1},
117 { "mapredraw", MapRedrawCmd, 0}, /* Added: phil */
118 { "mapinfo", MapInfoCmd, 2}, /* CF+ */
119 { "ext", ExtCmd, 2}, /* CF+ */
120 { NULL, NULL, 0} /* terminator */
121};
122
123/** Face-related commands */
124static struct NsCmdMapping nscommands[] = {
125 { "addme", AddMeCmd },
126 { "askface", SendFaceCmd}, /* Added: phil */
127 { "requestinfo", RequestInfo},
128 { "setfacemode", SetFaceMode},
129 { "setsound", SetSound},
130 { "setup", SetUp},
131 { "version", VersionCmd },
132 { "toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize*/
133 { "toggleextendedtext", ToggleExtendedText}, /*Added: tchize*/
134 { "asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies)*/
135 { NULL, NULL} /* terminator (I, II & III)*/
136};
137
138/**
139 * RequestInfo is sort of a meta command. There is some specific
140 * request of information, but we call other functions to provide
141 * that information.
142 */
143void RequestInfo(char *buf, int len, NewSocket *ns)
144{
145 char *params=NULL, *cp;
146 /* No match */
147 char bigbuf[MAX_BUF];
148 int slen;
149
150 /* Set up replyinfo before we modify any of the buffers - this is used
151 * if we don't find a match.
152 */
153 strcpy(bigbuf,"replyinfo ");
154 slen = strlen(bigbuf);
155 safe_strcat(bigbuf, buf, &slen, MAX_BUF);
156
157 /* find the first space, make it null, and update the
158 * params pointer.
159 */
160 for (cp = buf; *cp != '\0'; cp++)
161 if (*cp==' ') {
162 *cp = '\0';
163 params = cp + 1;
164 break;
165 }
166 if (!strcmp(buf, "image_info")) send_image_info(ns, params);
167 else if (!strcmp(buf,"image_sums")) send_image_sums(ns, params);
168 else if (!strcmp(buf,"skill_info")) send_skill_info(ns, params);
169 else if (!strcmp(buf,"spell_paths")) send_spell_paths(ns, params);
170 else Write_String_To_Socket(ns, bigbuf, len);
171}
172
173/**
174 * Handles old socket format.
175 */
176void Handle_Oldsocket(NewSocket *ns)
177{
178 int stat,i;
179 CommFunc command;
180 char buf[MAX_BUF],*cp;
181 object ob;
182 player pl;
183
184 /* This is not the most efficient block, but keeps the code simpler -
185 * we basically read a byte at a time until we get a newline, error,
186 * or no more characters to read.
187 */
188 do {
189 /* hack to disable old socket mode without creating too many conflicts */
190 if (1 || ns->inbuf.len >= MAXSOCKBUF-1) {
191 ns->status = Ns_Dead;
192 LOG(llevDebug, "Old input socket sent too much data without newline\n");
193 return;
194 }
195#ifdef WIN32 /* ***win32: change oldsocket read() to recv() */
196 stat = recv(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1,0);
197
198 if (stat==-1 && WSAGetLastError() !=WSAEWOULDBLOCK) {
199#else
200 do {
201 stat = read(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1);
202 } while ((stat<0) && (errno == EINTR));
203
204 if (stat<0 && errno != EAGAIN && errno !=EWOULDBLOCK) {
205#endif
206 LOG(llevError, "Cannot read from socket: %s\n", strerror_local(errno));
207 ns->status = Ns_Dead;
208 return;
209 }
210 if (stat == 0) return;
211 } while (ns->inbuf.buf[ns->inbuf.len++]!='\n');
212
213 ns->inbuf.buf[ns->inbuf.len]=0;
214
215 cp = strchr((const char*)ns->inbuf.buf, ' ');
216 if (cp) {
217 /* Replace the space with a null, skip any more spaces */
218 *cp++=0;
219 while (isspace(*cp)) cp++;
220 }
221
222 /* Strip off all spaces and control characters from end of line */
223 for (i=ns->inbuf.len-1; i>=0; i--) {
224 if (ns->inbuf.buf[i]<=32) ns->inbuf.buf[i]=0;
225 else break;
226 }
227 ns->inbuf.len=0; /* reset for next read */
228
229 /* If just a return, don't do anything */
230 if (ns->inbuf.buf[0] == 0) return;
231 if (!strcasecmp((const char*)ns->inbuf.buf,"quit")) {
232 ns->status = Ns_Dead;
233 return;
234 }
235 if (!strcasecmp((const char*)ns->inbuf.buf, "listen")) {
236 if (cp) {
237 char *buf="Socket switched to listen mode\n";
238
239 free(ns->comment);
240 ns->comment = strdup_local(cp);
241 ns->old_mode = Old_Listen;
242 cs_write_string(ns, buf, strlen(buf));
243 } else {
244 char *buf="Need to supply a comment/url to listen\n";
245 cs_write_string(ns, buf, strlen(buf));
246 }
247 return;
248 }
249 if (!strcasecmp((const char*)ns->inbuf.buf, "name")) {
250 char *cp1=NULL;
251 if (cp) cp1= strchr(cp, ' ');
252 if (cp1) {
253 *cp1++ = 0;
254 while (isspace(*cp1)) cp1++;
255 }
256 if (!cp || !cp1) {
257 char *buf="Need to provide a name/password to name\n";
258 cs_write_string(ns, buf, strlen(buf));
259 return;
260 }
261
262 if (verify_player(cp, cp1)==0) {
263 char *buf="Welcome back\n";
264 free(ns->comment);
265 ns->comment = strdup_local(cp);
266 ns->old_mode = Old_Player;
267 cs_write_string(ns, buf, strlen(buf));
268 }
269 else if (verify_player(cp, cp1)==2) {
270 ns->password_fails++;
271 if (ns->password_fails >= MAX_PASSWORD_FAILURES) {
272 char *buf="You failed to log in too many times, you will now be kicked.\n";
273 LOG(llevInfo, "A player connecting from %s in oldsocketmode has been dropped for password failure\n",
274 ns->host);
275 cs_write_string(ns, buf, strlen(buf));
276 ns->status = Ns_Dead;
277 }
278 else {
279 char *buf="Could not login you in. Check your name and password.\n";
280 cs_write_string(ns, buf, strlen(buf));
281 }
282 }
283 else {
284 char *buf="Could not login you in. Check your name and password.\n";
285 cs_write_string(ns, buf, strlen(buf));
286 }
287 return;
288 }
289
290 command = find_oldsocket_command((char*)ns->inbuf.buf);
291 if (!command && ns->old_mode==Old_Player) {
292 command = find_oldsocket_command2((char*)ns->inbuf.buf);
293 }
294 if (!command) {
295 snprintf(buf, sizeof(buf), "Could not find command: %s\n", ns->inbuf.buf);
296 cs_write_string(ns, buf, strlen(buf));
297 return;
298 }
299
300 /* This is a bit of a hack, but works. Basically, we make some
301 * fake object and player pointers and give at it.
302 * This works as long as the functions we are calling don't need
303 * to do anything to the object structure (ie, they are only
304 * outputting information and not actually updating anything much.)
305 */
306 ob.contr = &pl;
307 pl.ob = &ob;
308 ob.type = PLAYER;
309 pl.listening = 10;
310 pl.socket = *ns;
311 pl.outputs_count = 1;
312 ob.name = ns->comment;
313
314 command(&ob, cp);
315}
316
317
318/**
319 * Handle client input.
320 *
321 * HandleClient is actually not named really well - we only get here once
322 * there is input, so we don't do exception or other stuff here.
323 * sock is the output socket information. pl is the player associated
324 * with this socket, null if no player (one of the init_sockets for just
325 * starting a connection)
326 */
327
328void HandleClient(NewSocket *ns, player *pl)
329{
330 int len=0,i,cnt;
331 char *data;
332
333 /* Loop through this - maybe we have several complete packets here. */
334 // limit to a few commands only, though, as to not monopolise the server
335 for (cnt = 16; cnt--; ) {
336 /* If it is a player, and they don't have any speed left, we
337 * return, and will read in the data when they do have time.
338 */
339 if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) {
340 return;
341 }
342
343 if (ns->status == Ns_Old) {
344 Handle_Oldsocket(ns);
345 return;
346 }
347 i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1);
348 /* Special hack - let the user switch to old mode if in the Ns_Add
349 * phase. Don't demand they add in the special length bytes
350 */
351 if (ns->status == Ns_Add) {
352 if (!strncasecmp((const char*)ns->inbuf.buf,"oldsocketmode", 13)) {
353 ns->status = Ns_Old;
354 ns->inbuf.len=0;
355 cs_write_string(ns, "Switched to old socket mode\n", 28);
356 LOG(llevDebug,"Switched socket to old socket mode\n");
357 return;
358 }
359 }
360
361 if (i<0) {
362#ifdef ESRV_DEBUG
363 LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None"));
364#endif
365 /* Caller will take care of cleaning this up */
366 ns->status =Ns_Dead;
367 return;
368 }
369 /* Still dont have a full packet */
370 if (i==0) return;
371
372// //D//TODO//temporarily log long commands
373// if (ns->inbuf.len >= 40 && pl && pl->ob)
374// LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
375
376 /* First, break out beginning word. There are at least
377 * a few commands that do not have any paremeters. If
378 * we get such a command, don't worry about trying
379 * to break it up.
380 */
381 data = (char *)strchr((char*)ns->inbuf.buf +2, ' ');
382 if (data) {
383 *data='\0';
384 data++;
385 len = ns->inbuf.len - (data - (char*)ns->inbuf.buf);
386 }
387 else len=0;
388
389 ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */
390 for (i=0; nscommands[i].cmdname !=NULL; i++) {
391 if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) {
392 nscommands[i].cmdproc((char*)data,len,ns);
393 ns->inbuf.len=0;
394 return;//D// not doing this causes random memory corruption
395 goto next_packet;
396 }
397 }
398 /* Player must be in the playing state or the flag on the
399 * the command must be zero for the user to use the command -
400 * otherwise, a player cam save, be in the play_again state, and
401 * the map they were on gets swapped out, yet things that try to look
402 * at the map causes a crash. If the command is valid, but
403 * one they can't use, we still swallow it up.
404 */
405 if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) {
406 if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) {
407 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
408 plcommands[i].cmdproc((char*)data,len,pl);
409 ns->inbuf.len=0;
410 //D// not doing this causes random memory corruption
411 if (plcommands[i].flag & 2)
412 goto next_packet;
413 return;
414 }
415 }
416 /* If we get here, we didn't find a valid command. Logging
417 * this might be questionable, because a broken client/malicious
418 * user could certainly send a whole bunch of invalid commands.
419 */
420 LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2);
421 next_packet:
422 ;
423 }
424}
425
426
427/*****************************************************************************
428 *
429 * Low level socket looping - select calls and watchdog udp packet
430 * sending.
431 *
432 ******************************************************************************/
433
434#ifdef WATCHDOG
435/**
436 * Tell watchdog that we are still alive
437 *
438 * I put the function here since we should hopefully already be getting
439 * all the needed include files for socket support
440 */
441
442void watchdog(void)
443{
444 static int fd=-1;
445 static struct sockaddr_in insock;
446
447 if (fd==-1)
448 {
449 struct protoent *protoent;
450
451 if ((protoent=getprotobyname("udp"))==NULL ||
452 (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1)
453 {
454 return;
455 }
456 insock.sin_family=AF_INET;
457 insock.sin_port=htons((unsigned short)13325);
458 insock.sin_addr.s_addr=inet_addr("127.0.0.1");
459 }
460 sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock));
461}
462#endif
463
464void flush_sockets(void)
465{
466 player *pl;
467
468 for (pl = first_player; pl != NULL; pl = pl->next)
469 if (pl->socket.status != Ns_Dead)
470 Socket_Flush (&pl->socket);
471}
472
473/**
474 * This checks the sockets for input and exceptions, does the right thing. 126 * This checks the sockets for input, does the right thing.
475 * 127 *
476 * A bit of this code is grabbed out of socket.c 128 * A bit of this code is grabbed out of socket.c
477 * There are 2 lists we need to look through - init_sockets is a list 129 * There are 2 lists we need to look through - init_sockets is a list
478 * 130 *
479 */ 131 */
132void
480void doeric_server(void) 133doeric_server (void)
481{ 134{
482 int i, pollret;
483 fd_set tmp_read, tmp_exceptions, tmp_write;
484 struct sockaddr_in addr;
485 socklen_t addrlen=sizeof(struct sockaddr);
486 player *pl, *next;
487
488#ifdef CS_LOGSTATS 135#ifdef CS_LOGSTATS
489 if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME) 136 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
490 write_cs_stats(); 137 write_cs_stats ();
491#endif 138#endif
492 139
493 FD_ZERO(&tmp_read);
494 FD_ZERO(&tmp_write);
495 FD_ZERO(&tmp_exceptions);
496
497 for(i=0;i<socket_info.allocated_sockets;i++) {
498 if (init_sockets[i].status == Ns_Dead) {
499 free_newsocket(&init_sockets[i]);
500 init_sockets[i].status = Ns_Avail;
501 socket_info.nconns--;
502 } else if (init_sockets[i].status != Ns_Avail){
503 FD_SET((uint32)init_sockets[i].fd, &tmp_read);
504 FD_SET((uint32)init_sockets[i].fd, &tmp_write);
505 FD_SET((uint32)init_sockets[i].fd, &tmp_exceptions);
506 }
507 }
508
509 /* Go through the players. Let the loop set the next pl value, 140 /* Go through the players. Let the loop set the next pl value,
510 * since we may remove some 141 * since we may remove some
511 */ 142 */
512 for (pl=first_player; pl!=NULL; ) { 143 //TODO: must be handled cleanly elsewhere
513 if (pl->socket.status == Ns_Dead) { 144 for (player *pl = first_player; pl; )
145 {
514 player *npl=pl->next; 146 player *npl = pl->next;
515 147
148 //TODO: must be handled cleanly elsewhere
149 if (!pl->socket || pl->socket->status == Ns_Dead)
150 {
516 save_player(pl->ob, 0); 151 save_player (pl->ob, 0);
152
517 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) { 153 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
154 {
518 terminate_all_pets(pl->ob); 155 terminate_all_pets (pl->ob);
519 remove_ob(pl->ob); 156 pl->ob->remove ();
520 } 157 }
158
521 leave(pl,1); 159 leave (pl, 1);
522 final_free_player(pl); 160 final_free_player (pl);
161 }
162
523 pl=npl; 163 pl = npl;
164 }
165
166 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
167 {
168 client *s = *i;
169
170 if (s->status == Ns_Dead)
524 } 171 {
172 clients.erase (i);
173 delete s;
174 }
525 else { 175 else
526 FD_SET((uint32)pl->socket.fd, &tmp_read);
527 FD_SET((uint32)pl->socket.fd, &tmp_write);
528 FD_SET((uint32)pl->socket.fd, &tmp_exceptions);
529 pl=pl->next;
530 } 176 ++i;
531 } 177 }
532 178
533 /* Reset timeout each time, since some OS's will change the values on
534 * the return from select.
535 */
536 socket_info.timeout.tv_sec = 0;
537 socket_info.timeout.tv_usec = 0;
538
539 pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write,
540 &tmp_exceptions, &socket_info.timeout);
541
542 if (pollret==-1) {
543 LOG(llevError, "select failed: %s\n", strerror_local(errno));
544 return;
545 }
546
547 /* We need to do some of the processing below regardless */ 179 /* We need to do some of the processing below regardless */
548/* if (!pollret) return;*/
549 180
550 /* Following adds a new connection */ 181 /* Check for any input on the sockets */
551 if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) { 182 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
552 int newsocknum=0; 183 {
184 client *s = *i;
185 player *pl = s->pl;
553 186
554#ifdef ESRV_DEBUG 187 //TODO: should not be done here, either
555 LOG(llevDebug,"doeric_server: New Connection\n"); 188 if (s->status != Ns_Dead && pl)
556#endif
557 /* If this is the case, all sockets currently in used */
558 if (socket_info.allocated_sockets <= socket_info.nconns) {
559 init_sockets = (NewSocket *) realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1));
560 if (!init_sockets) fatal(OUT_OF_MEMORY);
561 newsocknum = socket_info.allocated_sockets;
562 socket_info.allocated_sockets++;
563 init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
564 init_sockets[newsocknum].faces_sent = (uint8*) malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent));
565 if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY);
566 init_sockets[newsocknum].status = Ns_Avail;
567 } 189 {
568 else { 190 /* Update the players stats once per tick. More efficient than
569 int j; 191 * sending them whenever they change, and probably just as useful
192 */
193 esrv_update_stats (pl);
570 194
571 for (j=1; j<socket_info.allocated_sockets; j++) 195 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
572 if (init_sockets[j].status == Ns_Avail) {
573 newsocknum=j;
574 break;
575 } 196 {
576 } 197 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
577 init_sockets[newsocknum].fd=accept(init_sockets[0].fd, (struct sockaddr *)&addr, &addrlen); 198 if (pl->last_weight != WEIGHT (pl->ob))
578 if (init_sockets[newsocknum].fd==-1) { 199 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
579 LOG(llevError, "accept failed: %s\n", strerror_local(errno)); 200 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
580 }
581 else {
582 char buf[MAX_BUF];
583 long ip;
584 NewSocket *ns;
585
586 ns = &init_sockets[newsocknum];
587
588 ip = ntohl(addr.sin_addr.s_addr);
589 sprintf(buf, "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
590
591 if (checkbanned(NULL, buf)) {
592 LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
593 close(init_sockets[newsocknum].fd);
594 init_sockets[newsocknum].fd = -1;
595 } 201 }
596 else {
597 InitConnection(ns, buf);
598 socket_info.nconns++;
599 }
600 }
601 }
602 202
603 /* Check for any exceptions/input on the sockets */
604 if (pollret) for(i=1;i<socket_info.allocated_sockets;i++) {
605 if (init_sockets[i].status == Ns_Avail) continue;
606 if (FD_ISSET(init_sockets[i].fd,&tmp_exceptions)) {
607 free_newsocket(&init_sockets[i]);
608 init_sockets[i].status = Ns_Avail;
609 socket_info.nconns--;
610 continue;
611 }
612 if (FD_ISSET(init_sockets[i].fd, &tmp_read)) {
613 HandleClient(&init_sockets[i], NULL);
614 }
615 if (FD_ISSET(init_sockets[i].fd, &tmp_write)) {
616 init_sockets[i].can_write=1;
617 }
618 }
619
620 /* This does roughly the same thing, but for the players now */
621 for (pl=first_player; pl!=NULL; pl=next) {
622
623 next=pl->next;
624 if (pl->socket.status==Ns_Dead) continue;
625
626 if (FD_ISSET(pl->socket.fd,&tmp_write)) {
627 if (!pl->socket.can_write) {
628#if 0
629 LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name);
630#endif
631 pl->socket.can_write=1;
632 write_socket_buffer(&pl->socket);
633 }
634 /* if we get an error on the write_socket buffer, no reason to
635 * continue on this socket.
636 */
637 if (pl->socket.status==Ns_Dead) continue;
638 }
639 else pl->socket.can_write=0;
640
641 if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) {
642 save_player(pl->ob, 0);
643 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
644 terminate_all_pets(pl->ob);
645 remove_ob(pl->ob);
646 }
647 leave(pl,1);
648 final_free_player(pl);
649 }
650 else {
651 HandleClient(&pl->socket, pl);
652 /* If the player has left the game, then the socket status
653 * will be set to this be the leave function. We don't
654 * need to call leave again, as it has already been called
655 * once.
656 */
657 if (pl->socket.status==Ns_Dead) {
658 save_player(pl->ob, 0);
659 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
660 terminate_all_pets(pl->ob);
661 remove_ob(pl->ob);
662 }
663 leave(pl,1);
664 final_free_player(pl);
665 } else {
666
667 /* Update the players stats once per tick. More efficient than
668 * sending them whenever they change, and probably just as useful
669 */
670 esrv_update_stats(pl);
671 if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) {
672 esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
673 if(pl->last_weight != WEIGHT(pl->ob))
674 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));
675 }
676 /* draw_client_map does sanity checking that map is
677 * valid, so don't do it here.
678 */
679 draw_client_map(pl->ob); 203 draw_client_map (pl->ob);
680 if (pl->socket.update_look) esrv_draw_look(pl->ob); 204
205 if (s->update_look)
206 esrv_draw_look (pl->ob);
681 } 207 }
682 }
683 } 208 }
684} 209}
210

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