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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.29 by root, Tue Dec 19 04:58:05 2006 UTC vs.
Revision 1.47 by root, Sat May 12 22:04:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team 5 * Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * 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 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/** 25/**
25 * \file 26 * \file
26 * Main client/server loops. 27 * Main client/server loops.
27 * 28 *
29 * 30 *
30 * loop.c mainly deals with initialization and higher level socket 31 * loop.c mainly deals with initialization and higher level socket
31 * maintanance (checking for lost connections and if data has arrived.) 32 * maintanance (checking for lost connections and if data has arrived.)
32 */ 33 */
33 34
35#define BG_SCRUB_RATE 4 // how often to send a face in the background
34 36
35#include <global.h> 37#include <global.h>
36#include <sproto.h> 38#include <sproto.h>
37#include <sockproto.h> 39#include <sockproto.h>
38 40
46#include <arpa/inet.h> 48#include <arpa/inet.h>
47 49
48#include <loader.h> 50#include <loader.h>
49 51
50#define MAX_QUEUE_DEPTH 500 //TODO 52#define MAX_QUEUE_DEPTH 500 //TODO
51#define MAX_QUEUE_BACKLOG 5. //TODO 53#define MAX_QUEUE_BACKLOG 3. //TODO
52 54
53void 55void
54client::reset_state () 56client::reset_state ()
55{ 57{
56 if (!pl) 58 if (!pl)
86client::handle_command () 88client::handle_command ()
87{ 89{
88 bool skipping = false; 90 bool skipping = false;
89 91
90 while (!cmd_queue.empty () 92 while (!cmd_queue.empty ()
91 && !(pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)) 93 && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left <= 0.f))
92 { 94 {
93 command &cmd = cmd_queue.front (); 95 command &cmd = cmd_queue.front ();
94 96
95 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) 97 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
96 { 98 {
116 118
117void 119void
118flush_sockets (void) 120flush_sockets (void)
119{ 121{
120 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) 122 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
121 if ((*i)->status != Ns_Dead)
122 (*i)->flush (); 123 (*i)->flush ();
123} 124}
124 125
125/** 126/**
126 * This checks the sockets for input, does the right thing. 127 * This checks the sockets for input, does the right thing.
127 * 128 *
135#ifdef CS_LOGSTATS 136#ifdef CS_LOGSTATS
136 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 137 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
137 write_cs_stats (); 138 write_cs_stats ();
138#endif 139#endif
139 140
140 /* Go through the players. Let the loop set the next pl value, 141 //TODO: should not be done here, either
141 * since we may remove some 142 for (unsigned i = 0; i < clients.size (); ++i)
143 {
144 client *ns = clients [i];
145
146 ns->tick ();
147 ns->refcnt_chk ();
148 }
149}
150
151void
152client::tick ()
153{
154 if (!pl || destroyed ())
155 return;
156
157 /* Update the players stats once per tick. More efficient than
158 * sending them whenever they change, and probably just as useful
142 */ 159 */
143 //TODO: must be handled cleanly elsewhere 160 esrv_update_stats (pl);
144 for (player *pl = first_player; pl; ) 161
162 if (last_weight != -1 && last_weight != WEIGHT (pl->ob))
163 {
164 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
165 if (last_weight != WEIGHT (pl->ob))
166 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
167 (unsigned long) last_weight, WEIGHT (pl->ob));
145 { 168 }
146 player *npl = pl->next;
147 169
148 //TODO: must be handled cleanly elsewhere 170 draw_client_map (pl->ob);
149 if (!pl->socket || pl->socket->status == Ns_Dead) 171
172 if (update_look)
173 esrv_draw_look (pl->ob);
174
175 if (askface.empty () && !partial_face_ofs)
176 {
177 // regularly send a new face when queue is empty
178 if (bg_scrub && !--bg_scrub && enable_bg_scrub)
179 while (scrub_idx < faces.size () - 1)
180 {
181 ++scrub_idx;
182 if (!faces_sent [scrub_idx])
183 {
184 send_face (scrub_idx);
185 flush_fx ();
186
187 bg_scrub = 1; // send up to one face per tick, unless an image was requested
188 break;
189 }
190 }
191
192 rate_avail = max_rate - outputbuffer_len ();
193 }
194 else
195 {
196 int ol = outputbuffer_len ();
197
198 rate_avail = min (max_rate, rate_avail + max_rate);
199 rate_avail -= ol;
200
201 int avail = rate_avail;
202
203 // if we can split images, transfer up to mss packets if possible
204 // but never more 768 bytes more.
205 if (fxix) avail += min (768, mss - (ol % mss));
206
207 bg_scrub = BG_SCRUB_RATE;
208
209 while (avail > 0)
150 { 210 {
151 save_player (pl->ob, 0); 211 if (partial_face_ofs)
152
153 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
154 { 212 {
155 terminate_all_pets (pl->ob); 213 if (facedata *d = face_data (partial_face, faceset))
156 pl->ob->remove (); 214 {
215 // 9 bytes is enough for fx_FFFOOO, 40 leaves some room
216 int chunk = min (min (avail - 40, MAXSOCKBUF - 9), partial_face_ofs);
217
218 if (chunk <= 0)
219 break;
220
221 partial_face_ofs -= chunk;
222
223 packet sl ("ix");
224
225 sl << ber32 (partial_face)
226 << ber32 (partial_face_ofs)
227 << data (d->data.data () + partial_face_ofs, chunk);
228
229 send_packet (sl);
230 }
231 else
232 partial_face_ofs = 0;
157 } 233 }
234 else if (!askface.empty ())
235 {
236 // use a lifo to send most recently requested images
237 faceidx facenum = askface.back ();
238 askface.pop_back ();
158 239
159 leave (pl, 1); 240 if (fxix)
160 final_free_player (pl); 241 {
242 if (facedata *d = face_data (facenum, faceset))
243 {
244 partial_face = facenum;
245 partial_face_ofs = d->data.size ();
246 }
247 }
248 else
249 send_image (facenum);
250 }
251 else
252 break;
253
254 int consumed = ol - outputbuffer_len ();
255 avail -= consumed;
256 rate_avail -= consumed;
161 } 257 }
162
163 pl = npl;
164 }
165
166 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
167 { 258 }
168 client *s = *i;
169
170 if (s->status == Ns_Dead)
171 {
172 clients.erase (i);
173 delete s;
174 }
175 else
176 ++i;
177 }
178
179 /* We need to do some of the processing below regardless */
180
181 /* Check for any input on the sockets */
182 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
183 {
184 client *s = *i;
185 player *pl = s->pl;
186
187 //TODO: should not be done here, either
188 if (s->status != Ns_Dead && pl)
189 {
190 /* Update the players stats once per tick. More efficient than
191 * sending them whenever they change, and probably just as useful
192 */
193 esrv_update_stats (pl);
194
195 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
196 {
197 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
198 if (pl->last_weight != WEIGHT (pl->ob))
199 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
200 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
201 }
202
203 draw_client_map (pl->ob);
204
205 if (s->update_look)
206 esrv_draw_look (pl->ob);
207 }
208 }
209} 259}
210 260

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