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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.7 by root, Thu Sep 14 22:34:05 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#ifndef __CEXTRACT__
38# include <sproto.h> 37#include <sproto.h>
39# include <sockproto.h> 38#include <sockproto.h>
40#endif
41 39
42#ifndef WIN32 /* ---win32 exclude unix headers */
43# include <sys/types.h> 40#include <sys/types.h>
44# include <sys/time.h> 41#include <sys/time.h>
45# include <sys/socket.h> 42#include <sys/socket.h>
46# include <netinet/in.h> 43#include <netinet/in.h>
47# include <netdb.h> 44#include <netdb.h>
48#endif /* end win32 */
49 45
50#ifdef HAVE_UNISTD_H
51# include <unistd.h> 46#include <unistd.h>
52#endif
53
54#ifdef HAVE_ARPA_INET_H
55# include <arpa/inet.h> 47#include <arpa/inet.h>
56#endif
57 48
58#include <loader.h> 49#include <loader.h>
59#include <newserver.h>
60 50
61/***************************************************************************** 51#define MAX_QUEUE_DEPTH 500 //TODO
62 * Start of command dispatch area. 52#define MAX_QUEUE_BACKLOG 3. //TODO
63 * The commands here are protocol commands.
64 ****************************************************************************/
65 53
66/* Either keep this near the start or end of the file so it is 54void
67 * at least reasonablye easy to find. 55client::reset_state ()
68 * There are really 2 commands - those which are sent/received 56{
69 * before player joins, and those happen after the player has joined. 57 if (!pl)
70 * As such, we have function types that might be called, so 58 return;
71 * we end up having 2 tables.
72 */
73 59
74typedef void (*func_uint8_int_ns) (char *, int, NewSocket *); 60 pl->run_on = 0;
75 61 pl->fire_on = 0;
76struct NsCmdMapping
77{
78 const char *cmdname;
79 func_uint8_int_ns cmdproc;
80};
81
82typedef void (*func_uint8_int_pl) (char *, int, player *);
83struct PlCmdMapping
84{
85 const char *cmdname;
86 func_uint8_int_pl cmdproc;
87 uint8 flag;
88};
89
90/**
91 * Dispatch table for the server.
92 *
93 * CmdMapping is the dispatch table for the server, used in HandleClient,
94 * which gets called when the client has input. All commands called here
95 * use the same parameter form (char* data, int len, int clientnum.
96 * We do implicit casts, because the data that is being passed is
97 * unsigned (pretty much needs to be for binary data), however, most
98 * of these treat it only as strings, so it makes things easier
99 * to cast it here instead of a bunch of times in the function itself.
100 * flag is 1 if the player must be in the playing state to issue the
101 * command, 0 if they can issue it at any time.
102 */
103static struct PlCmdMapping plcommands[] = {
104 {"examine", ExamineCmd, 1},
105 {"apply", ApplyCmd, 1},
106 {"move", MoveCmd, 1},
107 {"reply", ReplyCmd, 0},
108 {"command", PlayerCmd, 1},
109 {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
110 {"lookat", LookAt, 1},
111 {"lock", (func_uint8_int_pl) LockItem, 1},
112 {"mark", (func_uint8_int_pl) MarkItem, 1},
113 {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
114 {"mapinfo", MapInfoCmd, 2}, /* CF+ */
115 {"ext", ExtCmd, 2}, /* CF+ */
116 {NULL, NULL, 0} /* terminator */
117};
118
119/** Face-related commands */
120static struct NsCmdMapping nscommands[] = {
121 {"addme", AddMeCmd},
122 {"askface", SendFaceCmd}, /* Added: phil */
123 {"requestinfo", RequestInfo},
124 {"setfacemode", SetFaceMode},
125 {"setsound", SetSound},
126 {"setup", SetUp},
127 {"version", VersionCmd},
128 {"toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize */
129 {"toggleextendedtext", ToggleExtendedText}, /*Added: tchize */
130 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
131 {NULL, NULL} /* terminator (I, II & III) */
132};
133
134/**
135 * RequestInfo is sort of a meta command. There is some specific
136 * request of information, but we call other functions to provide
137 * that information.
138 */
139void
140RequestInfo (char *buf, int len, NewSocket * ns)
141{
142 char *params = NULL, *cp;
143
144 /* No match */
145 char bigbuf[MAX_BUF];
146 int slen;
147
148 /* Set up replyinfo before we modify any of the buffers - this is used
149 * if we don't find a match.
150 */
151 strcpy (bigbuf, "replyinfo ");
152 slen = strlen (bigbuf);
153 safe_strcat (bigbuf, buf, &slen, MAX_BUF);
154
155 /* find the first space, make it null, and update the
156 * params pointer.
157 */
158 for (cp = buf; *cp != '\0'; cp++)
159 if (*cp == ' ')
160 {
161 *cp = '\0';
162 params = cp + 1;
163 break;
164 }
165 if (!strcmp (buf, "image_info"))
166 send_image_info (ns, params);
167 else if (!strcmp (buf, "image_sums"))
168 send_image_sums (ns, params);
169 else if (!strcmp (buf, "skill_info"))
170 send_skill_info (ns, params);
171 else if (!strcmp (buf, "spell_paths"))
172 send_spell_paths (ns, params);
173 else
174 Write_String_To_Socket (ns, bigbuf, len);
175} 62}
176 63
177/** 64void
178 * Handle client input. 65client::queue_command (packet_type *handler, char *data, int datalen)
179 * 66{
180 * HandleClient is actually not named really well - we only get here once 67 tstamp stamp = now ();
181 * there is input, so we don't do exception or other stuff here.
182 * sock is the output socket information. pl is the player associated
183 * with this socket, null if no player (one of the init_sockets for just
184 * starting a connection)
185 */
186 68
187void 69 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
188HandleClient (NewSocket * ns, player *pl)
189{
190 int len = 0, i, cnt;
191 char *data;
192
193 /* Loop through this - maybe we have several complete packets here. */
194 // limit to a few commands only, though, as to not monopolise the server
195 for (cnt = 16; cnt--;)
196 { 70 {
197 /* If it is a player, and they don't have any speed left, we 71 //TODO: just disconnect here?
198 * return, and will read in the data when they do have time. 72 reset_state ();
199 */ 73 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
200 if (pl && pl->state == ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) 74 }
201 {
202 return;
203 }
204
205 i = SockList_ReadPacket (ns->fd, &ns->inbuf, MAXSOCKBUF - 1);
206
207 if (i < 0)
208 {
209#ifdef ESRV_DEBUG
210 LOG (llevDebug, "HandleClient: Read error on connection player %s\n", (pl ? pl->ob->name : "None"));
211#endif
212 /* Caller will take care of cleaning this up */
213 ns->status = Ns_Dead;
214 return;
215 }
216 /* Still dont have a full packet */
217 if (i == 0)
218 return;
219
220// //D//TODO//temporarily log long commands
221// if (ns->inbuf.len >= 40 && pl && pl->ob)
222// LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
223
224 /* First, break out beginning word. There are at least
225 * a few commands that do not have any paremeters. If
226 * we get such a command, don't worry about trying
227 * to break it up.
228 */
229 data = (char *) strchr ((char *) ns->inbuf.buf + 2, ' ');
230 if (data)
231 {
232 *data = '\0';
233 data++;
234 len = ns->inbuf.len - (data - (char *) ns->inbuf.buf);
235 }
236 else 75 else
237 len = 0; 76 {
238 77 cmd_queue.push_back (command ());
239 ns->inbuf.buf[ns->inbuf.len] = '\0'; /* Terminate buffer - useful for string data */ 78 command &cmd = cmd_queue.back ();
240 for (i = 0; nscommands[i].cmdname != NULL; i++) 79 cmd.stamp = stamp;
241 { 80 cmd.handler = handler;
242 if (strcmp ((char *) ns->inbuf.buf + 2, nscommands[i].cmdname) == 0) 81 cmd.data = salloc<char> (datalen + 1, data);
243 { 82 cmd.datalen = datalen;
244 nscommands[i].cmdproc ((char *) data, len, ns);
245 ns->inbuf.len = 0;
246 return; //D// not doing this causes random memory corruption
247 goto next_packet;
248 }
249 }
250 /* Player must be in the playing state or the flag on the
251 * the command must be zero for the user to use the command -
252 * otherwise, a player cam save, be in the play_again state, and
253 * the map they were on gets swapped out, yet things that try to look
254 * at the map causes a crash. If the command is valid, but
255 * one they can't use, we still swallow it up.
256 */
257 if (pl)
258 for (i = 0; plcommands[i].cmdname != NULL; i++)
259 {
260 if (strcmp ((char *) ns->inbuf.buf + 2, plcommands[i].cmdname) == 0)
261 {
262 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
263 plcommands[i].cmdproc ((char *) data, len, pl);
264 ns->inbuf.len = 0;
265 //D// not doing this causes random memory corruption
266 if (plcommands[i].flag & 2)
267 goto next_packet;
268 return;
269 }
270 }
271 /* If we get here, we didn't find a valid command. Logging
272 * this might be questionable, because a broken client/malicious
273 * user could certainly send a whole bunch of invalid commands.
274 */
275 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf.buf + 2);
276 next_packet:
277 ;
278 } 83 }
279} 84}
280 85
86bool
87client::handle_command ()
88{
89 bool skipping = false;
281 90
282/***************************************************************************** 91 while (!cmd_queue.empty ()
283 * 92 && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left <= 0))
284 * Low level socket looping - select calls and watchdog udp packet 93 {
285 * sending. 94 command &cmd = cmd_queue.front ();
286 *
287 ******************************************************************************/
288 95
289#ifdef WATCHDOG 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 }
290 104
291/** 105 cmd_queue.pop_front ();
292 * Tell watchdog that we are still alive 106 }
293 * 107 else
294 * I put the function here since we should hopefully already be getting 108 {
295 * all the needed include files for socket support 109 execute (cmd.handler, cmd.data, cmd.datalen);
296 */ 110 cmd_queue.pop_front ();
111 return true;
112 }
113 }
297 114
298void 115 return false;
299watchdog (void)
300{
301 static int fd = -1;
302 static struct sockaddr_in insock;
303
304 if (fd == -1)
305 {
306 struct protoent *protoent;
307
308 if ((protoent = getprotobyname ("udp")) == NULL || (fd = socket (PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1)
309 {
310 return;
311 }
312 insock.sin_family = AF_INET;
313 insock.sin_port = htons ((unsigned short) 13325);
314 insock.sin_addr.s_addr = inet_addr ("127.0.0.1");
315 }
316 sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock));
317} 116}
318#endif
319 117
320void 118void
321flush_sockets (void) 119flush_sockets (void)
322{ 120{
323 player *pl; 121 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
324 122 (*i)->flush ();
325 for (pl = first_player; pl != NULL; pl = pl->next)
326 if (pl->socket.status != Ns_Dead)
327 Socket_Flush (&pl->socket);
328} 123}
329 124
330/** 125/**
331 * This checks the sockets for input and exceptions, does the right thing. 126 * This checks the sockets for input, does the right thing.
332 * 127 *
333 * A bit of this code is grabbed out of socket.c 128 * A bit of this code is grabbed out of socket.c
334 * 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
335 * 130 *
336 */ 131 */
337void 132void
338doeric_server (void) 133doeric_server (void)
339{ 134{
340 int i, pollret;
341 fd_set tmp_read, tmp_exceptions, tmp_write;
342 struct sockaddr_in addr;
343 socklen_t addrlen = sizeof (struct sockaddr);
344 player *pl, *next;
345
346#ifdef CS_LOGSTATS 135#ifdef CS_LOGSTATS
347 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 136 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
348 write_cs_stats (); 137 write_cs_stats ();
349#endif 138#endif
350 139
351 FD_ZERO (&tmp_read); 140 //TODO: should not be done here, either
352 FD_ZERO (&tmp_write); 141 for (int i = 0; i < clients.size (); ++i)
353 FD_ZERO (&tmp_exceptions); 142 {
143 client *s = clients [i];
144 player *pl = s->pl;
354 145
355 for (i = 0; i < socket_info.allocated_sockets; i++) 146 if (pl && pl->ns && !pl->ns->destroyed ())
356 {
357 if (init_sockets[i].status == Ns_Dead)
358 { 147 {
359 free_newsocket (&init_sockets[i]); 148 client *ns = pl->ns;
360 init_sockets[i].status = Ns_Avail; 149
361 socket_info.nconns--; 150 /* Update the players stats once per tick. More efficient than
151 * sending them whenever they change, and probably just as useful
152 */
153 esrv_update_stats (pl);
154
155 if (ns->last_weight != -1 && ns->last_weight != WEIGHT (pl->ob))
156 {
157 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
158 if (ns->last_weight != WEIGHT (pl->ob))
159 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
160 (unsigned long) ns->last_weight, WEIGHT (pl->ob));
161 }
162
163 draw_client_map (pl->ob);
164
165 if (s->update_look)
166 esrv_draw_look (pl->ob);
362 } 167 }
363 else if (init_sockets[i].status != Ns_Avail)
364 {
365 FD_SET ((uint32) init_sockets[i].fd, &tmp_read);
366 FD_SET ((uint32) init_sockets[i].fd, &tmp_write);
367 FD_SET ((uint32) init_sockets[i].fd, &tmp_exceptions);
368 }
369 }
370 168
371 /* Go through the players. Let the loop set the next pl value, 169 s->refcnt_chk ();
372 * since we may remove some
373 */
374 for (pl = first_player; pl != NULL;)
375 {
376 if (pl->socket.status == Ns_Dead)
377 {
378 player *npl = pl->next;
379
380 save_player (pl->ob, 0);
381 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
382 {
383 terminate_all_pets (pl->ob);
384 remove_ob (pl->ob);
385 }
386 leave (pl, 1);
387 final_free_player (pl);
388 pl = npl;
389 }
390 else
391 {
392 FD_SET ((uint32) pl->socket.fd, &tmp_read);
393 FD_SET ((uint32) pl->socket.fd, &tmp_write);
394 FD_SET ((uint32) pl->socket.fd, &tmp_exceptions);
395 pl = pl->next;
396 }
397 }
398
399 /* Reset timeout each time, since some OS's will change the values on
400 * the return from select.
401 */
402 socket_info.timeout.tv_sec = 0;
403 socket_info.timeout.tv_usec = 0;
404
405 pollret = select (socket_info.max_filedescriptor, &tmp_read, &tmp_write, &tmp_exceptions, &socket_info.timeout);
406
407 if (pollret == -1)
408 {
409 LOG (llevError, "select failed: %s\n", strerror (errno));
410 return;
411 }
412
413 /* We need to do some of the processing below regardless */
414
415/* if (!pollret) return;*/
416
417 /* Following adds a new connection */
418 if (pollret && FD_ISSET (init_sockets[0].fd, &tmp_read))
419 {
420 int newsocknum = 0;
421
422#ifdef ESRV_DEBUG
423 LOG (llevDebug, "doeric_server: New Connection\n");
424#endif
425 /* If this is the case, all sockets currently in used */
426 if (socket_info.allocated_sockets <= socket_info.nconns)
427 {
428 init_sockets = (NewSocket *) realloc (init_sockets, sizeof (NewSocket) * (socket_info.nconns + 1));
429 if (!init_sockets)
430 fatal (OUT_OF_MEMORY);
431 newsocknum = socket_info.allocated_sockets;
432 socket_info.allocated_sockets++;
433 init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
434 init_sockets[newsocknum].faces_sent = (uint8 *) malloc (nrofpixmaps * sizeof (*init_sockets[newsocknum].faces_sent));
435 if (!init_sockets[newsocknum].faces_sent)
436 fatal (OUT_OF_MEMORY);
437 init_sockets[newsocknum].status = Ns_Avail;
438 }
439 else
440 {
441 int j;
442
443 for (j = 1; j < socket_info.allocated_sockets; j++)
444 if (init_sockets[j].status == Ns_Avail)
445 {
446 newsocknum = j;
447 break;
448 }
449 }
450 init_sockets[newsocknum].fd = accept (init_sockets[0].fd, (struct sockaddr *) &addr, &addrlen);
451 if (init_sockets[newsocknum].fd == -1)
452 {
453 LOG (llevError, "accept failed: %s\n", strerror (errno));
454 }
455 else
456 {
457 char buf[MAX_BUF];
458 long ip;
459 NewSocket *ns;
460
461 ns = &init_sockets[newsocknum];
462
463 ip = ntohl (addr.sin_addr.s_addr);
464 sprintf (buf, "%ld.%ld.%ld.%ld", (ip >> 24) & 255, (ip >> 16) & 255, (ip >> 8) & 255, ip & 255);
465
466 if (checkbanned (NULL, buf))
467 {
468 LOG (llevInfo, "Banned host tried to connect: [%s]\n", buf);
469 close (init_sockets[newsocknum].fd);
470 init_sockets[newsocknum].fd = -1;
471 }
472 else
473 {
474 InitConnection (ns, buf);
475 socket_info.nconns++;
476 }
477 }
478 }
479
480 /* Check for any exceptions/input on the sockets */
481 if (pollret)
482 for (i = 1; i < socket_info.allocated_sockets; i++)
483 {
484 if (init_sockets[i].status == Ns_Avail)
485 continue;
486 if (FD_ISSET (init_sockets[i].fd, &tmp_exceptions))
487 {
488 free_newsocket (&init_sockets[i]);
489 init_sockets[i].status = Ns_Avail;
490 socket_info.nconns--;
491 continue;
492 }
493 if (FD_ISSET (init_sockets[i].fd, &tmp_read))
494 {
495 HandleClient (&init_sockets[i], NULL);
496 }
497 if (FD_ISSET (init_sockets[i].fd, &tmp_write))
498 {
499 init_sockets[i].can_write = 1;
500 }
501 }
502
503 /* This does roughly the same thing, but for the players now */
504 for (pl = first_player; pl != NULL; pl = next)
505 {
506
507 next = pl->next;
508 if (pl->socket.status == Ns_Dead)
509 continue;
510
511 if (FD_ISSET (pl->socket.fd, &tmp_write))
512 {
513 if (!pl->socket.can_write)
514 {
515#if 0
516 LOG (llevDebug, "Player %s socket now write enabled\n", pl->ob->name);
517#endif
518 pl->socket.can_write = 1;
519 write_socket_buffer (&pl->socket);
520 }
521 /* if we get an error on the write_socket buffer, no reason to
522 * continue on this socket.
523 */
524 if (pl->socket.status == Ns_Dead)
525 continue;
526 }
527 else
528 pl->socket.can_write = 0;
529
530 if (FD_ISSET (pl->socket.fd, &tmp_exceptions))
531 {
532 save_player (pl->ob, 0);
533 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
534 {
535 terminate_all_pets (pl->ob);
536 remove_ob (pl->ob);
537 }
538 leave (pl, 1);
539 final_free_player (pl);
540 }
541 else
542 {
543 HandleClient (&pl->socket, pl);
544 /* If the player has left the game, then the socket status
545 * will be set to this be the leave function. We don't
546 * need to call leave again, as it has already been called
547 * once.
548 */
549 if (pl->socket.status == Ns_Dead)
550 {
551 save_player (pl->ob, 0);
552 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
553 {
554 terminate_all_pets (pl->ob);
555 remove_ob (pl->ob);
556 }
557 leave (pl, 1);
558 final_free_player (pl);
559 }
560 else
561 {
562
563 /* Update the players stats once per tick. More efficient than
564 * sending them whenever they change, and probably just as useful
565 */
566 esrv_update_stats (pl);
567 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
568 {
569 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
570 if (pl->last_weight != WEIGHT (pl->ob))
571 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
572 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
573 }
574 /* draw_client_map does sanity checking that map is
575 * valid, so don't do it here.
576 */
577 draw_client_map (pl->ob);
578 if (pl->socket.update_look)
579 esrv_draw_look (pl->ob);
580 }
581 }
582 } 170 }
583} 171}
172

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