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/cvs/deliantra/server/socket/loop.C
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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.20 by root, Sat Dec 16 03:08:26 2006 UTC vs.
Revision 1.38 by root, Sun Jan 14 21:20:51 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
26 * Main client/server loops. 27 * Main client/server loops.
27 * 28 *
28 * \date 2003-12-02 29 * \date 2003-12-02
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 * maintenance (checking for lost connections and if data has arrived.) 32 * maintanance (checking for lost connections and if data has arrived.)
32 * The reading of data is handled in ericserver.c
33 */ 33 */
34 34
35 35
36#include <global.h> 36#include <global.h>
37#include <sproto.h> 37#include <sproto.h>
47#include <arpa/inet.h> 47#include <arpa/inet.h>
48 48
49#include <loader.h> 49#include <loader.h>
50 50
51#define MAX_QUEUE_DEPTH 500 //TODO 51#define MAX_QUEUE_DEPTH 500 //TODO
52#define MAX_QUEUE_BACKLOG 3. //TODO
52 53
53//TODO: cannot use this, as it might ignore vital commands such as fire_stop 54void
54#define MAX_QUEUE_BACKLOG 1e99 //TODO 55client::reset_state ()
56{
57 if (!pl)
58 return;
59
60 pl->run_on = 0;
61 pl->fire_on = 0;
62}
55 63
56void 64void
57client::queue_command (packet_type *handler, char *data, int datalen) 65client::queue_command (packet_type *handler, char *data, int datalen)
58{ 66{
59 tstamp stamp = now (); 67 tstamp stamp = now ();
60 68
61 if (cmd_queue.size () >= MAX_QUEUE_DEPTH) 69 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
70 {
62 //TODO: just disconnect here? 71 //TODO: just disconnect here?
72 reset_state ();
63 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED); 73 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
64 else if (!cmd_queue.empty () && cmd_queue.front ().stamp + MAX_QUEUE_BACKLOG < stamp) 74 }
65 //TODO: do fire_stop and other things that might be necessary
66 send_packet_printf ("drawinfo %d too many commands in queue, ignoring.", NDI_RED);
67 else 75 else
76 {
68 cmd_queue.push_back (command ( 77 cmd_queue.push_back (command ());
69 stamp, handler, (char *)salloc (datalen, data), datalen 78 command &cmd = cmd_queue.back ();
70 )); 79 cmd.stamp = stamp;
80 cmd.handler = handler;
81 cmd.data = salloc<char> (datalen + 1, data);
82 cmd.datalen = datalen;
83 }
71} 84}
72 85
73bool 86bool
74client::handle_command () 87client::handle_command ()
75{ 88{
76 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0) 89 bool skipping = false;
77 return false;
78 90
79 if (cmd_queue.empty ()) 91 while (!cmd_queue.empty ()
80 return false; 92 && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left <= 0))
93 {
94 command &cmd = cmd_queue.front ();
81 95
82 command &cmd = cmd_queue.front (); 96 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
97 {
98 if (!skipping)
99 {
100 skipping = true;
101 reset_state ();
102 send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED);
103 }
83 104
84 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) 105 cmd_queue.pop_front ();
85 //TODO: do fire_stop and other things that might be necessary 106 }
86 send_packet_printf ("drawinfo %d ignoring delayed command.", NDI_RED);
87 else 107 else
108 {
88 execute (cmd.handler, cmd.data, cmd.datalen); 109 execute (cmd.handler, cmd.data, cmd.datalen);
110 cmd_queue.pop_front ();
111 return true;
112 }
113 }
89 114
90 sfree (cmd.data, cmd.datalen);
91 cmd_queue.pop_front ();
92
93 return true; 115 return false;
94} 116}
95 117
96void 118void
97flush_sockets (void) 119flush_sockets (void)
98{ 120{
99 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) 121 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
100 if ((*i)->status != Ns_Dead)
101 (*i)->flush (); 122 (*i)->flush ();
102} 123}
103 124
104/** 125/**
105 * This checks the sockets for input, does the right thing. 126 * This checks the sockets for input, does the right thing.
106 * 127 *
114#ifdef CS_LOGSTATS 135#ifdef CS_LOGSTATS
115 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 136 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
116 write_cs_stats (); 137 write_cs_stats ();
117#endif 138#endif
118 139
119 /* Go through the players. Let the loop set the next pl value, 140 //TODO: should not be done here, either
120 * since we may remove some 141 for (int i = 0; i < clients.size (); ++i)
121 */
122 //TODO: must be handled cleanly elsewhere
123 for (player *pl = first_player; pl; )
124 { 142 {
125 player *npl = pl->next;
126
127 //TODO: must be handled cleanly elsewhere
128 if (!pl->socket || pl->socket->status == Ns_Dead)
129 {
130 save_player (pl->ob, 0);
131
132 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
133 {
134 terminate_all_pets (pl->ob);
135 pl->ob->remove ();
136 }
137
138 leave (pl, 1);
139 final_free_player (pl);
140 }
141
142 pl = npl;
143 }
144
145 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
146 {
147 client *s = *i; 143 client *s = clients [i];
148
149 if (s->status == Ns_Dead)
150 {
151 clients.erase (i);
152 delete s;
153 }
154 else
155 ++i;
156 }
157
158 /* We need to do some of the processing below regardless */
159
160 /* Check for any input on the sockets */
161 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
162 {
163 client *s = *i;
164 player *pl = s->pl; 144 player *pl = s->pl;
165 145
166 s->handle_packet (); 146 if (pl && pl->ns && !pl->ns->destroyed ())
167 s->handle_command (); 147 {
148 client *ns = pl->ns;
168 149
169 //TODO: should not be done here, either
170 if (s->status != Ns_Dead && pl)
171 {
172 /* Update the players stats once per tick. More efficient than 150 /* Update the players stats once per tick. More efficient than
173 * sending them whenever they change, and probably just as useful 151 * sending them whenever they change, and probably just as useful
174 */ 152 */
175 esrv_update_stats (pl); 153 esrv_update_stats (pl);
176 154
177 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) 155 if (ns->last_weight != -1 && ns->last_weight != WEIGHT (pl->ob))
178 { 156 {
179 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); 157 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
180 if (pl->last_weight != WEIGHT (pl->ob)) 158 if (ns->last_weight != WEIGHT (pl->ob))
181 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", 159 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
182 (unsigned long) pl->last_weight, WEIGHT (pl->ob)); 160 (unsigned long) ns->last_weight, WEIGHT (pl->ob));
183 } 161 }
184 162
185 draw_client_map (pl->ob); 163 draw_client_map (pl->ob);
186 164
187 if (s->update_look) 165 if (s->update_look)
188 esrv_draw_look (pl->ob); 166 esrv_draw_look (pl->ob);
189 } 167 }
168
169 s->refcnt_chk ();
190 } 170 }
191} 171}
192 172

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