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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.38 by root, Sun Jan 14 21:20:51 2007 UTC vs.
Revision 1.85 by root, Wed Nov 11 04:45:23 2009 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team 5 *
6 Copyright (C) 1992 Frank Tore Johansen 6 * Deliantra is free software: you can redistribute it and/or modify it under
7
8 This program is free software; you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 8 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 9 * option) any later version.
12 10 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 14 * GNU General Public License for more details.
17 15 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 18 * <http://www.gnu.org/licenses/>.
21 19 *
22 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>
23*/ 21 */
24 22
25/** 23/**
26 * \file 24 * \file
27 * Main client/server loops. 25 * Main client/server loops.
28 * 26 *
30 * 28 *
31 * loop.c mainly deals with initialization and higher level socket 29 * loop.c mainly deals with initialization and higher level socket
32 * maintanance (checking for lost connections and if data has arrived.) 30 * maintanance (checking for lost connections and if data has arrived.)
33 */ 31 */
34 32
35
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
40#include <sys/types.h> 37#include <sys/types.h>
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#include <loader.h>
50 47
48#define BG_SCRUB_RATE 4 // how often to send a face in the background
49
51#define MAX_QUEUE_DEPTH 500 //TODO 50#define MAX_QUEUE_DEPTH 50
52#define MAX_QUEUE_BACKLOG 3. //TODO 51#define MAX_QUEUE_BACKLOG 3.
53 52
54void 53void
55client::reset_state () 54client::reset_state ()
56{ 55{
57 if (!pl) 56 if (!pl)
62} 61}
63 62
64void 63void
65client::queue_command (packet_type *handler, char *data, int datalen) 64client::queue_command (packet_type *handler, char *data, int datalen)
66{ 65{
67 tstamp stamp = now (); 66 tstamp stamp = NOW;
68 67
69 if (cmd_queue.size () >= MAX_QUEUE_DEPTH) 68 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
70 { 69 {
71 //TODO: just disconnect here? 70 //TODO: just disconnect here?
72 reset_state (); 71 reset_state ();
73 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED); 72 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
74 } 73 }
75 else 74 else
76 { 75 {
77 cmd_queue.push_back (command ()); 76 cmd_queue.resize (cmd_queue.size () + 1);
78 command &cmd = cmd_queue.back (); 77 command &cmd = cmd_queue.back ();
79 cmd.stamp = stamp; 78 cmd.stamp = stamp;
80 cmd.handler = handler; 79 cmd.handler = handler;
81 cmd.data = salloc<char> (datalen + 1, data); 80 cmd.data = salloc<char> (datalen + 1, data);
82 cmd.datalen = datalen; 81 cmd.datalen = datalen;
84} 83}
85 84
86bool 85bool
87client::handle_command () 86client::handle_command ()
88{ 87{
89 bool skipping = false;
90
91 while (!cmd_queue.empty () 88 if (!cmd_queue.empty ()
92 && !(state == ST_PLAYING && pl->ob && pl->ob->speed_left <= 0)) 89 && state == ST_PLAYING
90 && pl->ob->speed_left > 0.f)
93 { 91 {
94 command &cmd = cmd_queue.front (); 92 command &cmd = cmd_queue.front ();
95 93
96 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) 94 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
97 { 95 {
96 reset_state (); // the command might actually reset some movement state etc.
97
98 if (!skipping) 98 if (pl)
99 pl->failmsg (
100 "Cannot keep up with your commands, ignoring them! "
101 "H<Your character cannot keep up with the instructions you give G<him|her>. "
102 "Try issuing commands slower, or, if G<he|she> is incapacitated (paralyzed and so on), "
103 "wait till your character can act again.\n\nIf G<he|she> is permanently stuck, then "
104 "try the B<suicide> command (or use B<chat> to ask somebody to B<invite> you out).>"
99 { 105 );
100 skipping = true;
101 reset_state ();
102 send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED);
103 }
104
105 cmd_queue.pop_front ();
106 } 106 }
107 else 107 else
108 execute (cmd.handler, cmd.data, cmd.datalen);
109
110 sfree<char> (cmd.data, cmd.datalen + 1);
111 cmd_queue.pop_front ();
112 return true;
113 }
114 else
115 return false;
116}
117
118void
119client::tick ()
120{
121 if (!pl || destroyed ())
122 return;
123
124 pl->dirty = true;
125
126 /* Update the players stats once per tick. More efficient than
127 * sending them whenever they change, and probably just as useful
128 */
129 pl->need_updated_stats ();
130 esrv_update_stats (pl);
131
132 if (pl->ns->update_spells)
133 esrv_update_spells (pl);
134
135 sint32 weight = pl->ob->client_weight ();
136
137 if (last_weight != weight)
138 {
139 pl->ob->update_stats ();
140 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
141 }
142
143 draw_client_map (pl);
144
145 if (update_look)
146 esrv_draw_look (pl);
147
148 mapinfo_queue_run ();
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))
108 { 175 {
109 execute (cmd.handler, cmd.data, cmd.datalen); 176 send_msg (NDI_RED | NDI_REPLY, "connection-timeout", "safety disconnect due to tcp/ip timeout (no packets received)");
110 cmd_queue.pop_front (); 177 write_outputbuffer ();
111 return true; 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 ();
112 } 182 }
113 } 183 }
184#endif
114 185
115 return false; 186 rate_avail = min (max_rate + mss, rate_avail + max_rate);
116}
117 187
188 int max_send = rate_avail;
189
190#if HAVE_TCP_INFO
191 // further restrict the available bandwidth by the excess bandwidth available
192 max_send = min (max_send, (tcpi.tcpi_snd_cwnd - tcpi.tcpi_unacked + tcpi.tcpi_sacked) * mss);
193#endif
194
195 // round to next-lowest mss
196 max_send -= max_send % mss;
197
198 if (ixface.empty ())
199 {
200 // regularly send a new face when queue is empty
201 if (bg_scrub && !--bg_scrub)
202 while (scrub_idx < faces.size () - 1)
203 {
204 ++scrub_idx;
205
206 if (!faces_sent [scrub_idx])
207 if (faceinfo *f = face_info (scrub_idx))
208 if (f->type == FT_FACE || f->type == FT_SOUND) // only scrub faces and sounds for now
209 {
210 send_face (scrub_idx, -120);
211 flush_fx ();
212
213 bg_scrub = 1; // send up to one fx per tick, unless an image was requested
214 break;
215 }
216 }
217 }
218 else
219 {
220 bg_scrub = BG_SCRUB_RATE;
221
222 for (;;)
223 {
224 int avail = max_send - outputbuffer_len ();
225
226 if (avail <= 0)
227 break;
228
229 ixsend &ix = ixface.back ();
230
231 if (facedata *d = face_data (ix.idx, faceset))
232 {
233 // estimate the packet header overhead "ix " + idx + (new)ofs
234 int pktlen = 3 + ber32::encoded_size (ix.idx) + ber32::encoded_size (ix.ofs);
235 int chunk = min (avail - packet::hdrlen, MAXSOCKBUF) - pktlen;
236
237 // only transfer something if the amount of data transferred
238 // has a healthy relation to the header overhead
239 if (chunk < 64)
240 break;
241
242 chunk = min (chunk, (int)ix.ofs);
243
244 ix.ofs -= chunk;
245
246 //fprintf (stderr, "i%dx %6d: %5d+%4d (%4d)\n", fxix, ix.idx,ix.ofs,chunk, ixface.size());//D
247
248 packet sl ("ix");
249
250 sl << ber32 (ix.idx)
251 << ber32 (ix.ofs)
252 << data (d->data.data () + ix.ofs, chunk);
253
254 send_packet (sl);
255 }
256 else
257 ix.ofs = 0;
258
259 if (!ix.ofs)
260 {
261 ixface.pop_back ();
262
263 if (ixface.empty ())
264 break;
265 }
266 }
267 }
268
269 rate_avail -= outputbuffer_len ();
270}
271
118void 272void
119flush_sockets (void) 273client::flush_sockets (void)
120{ 274{
121 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) 275 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
122 (*i)->flush (); 276 (*i)->flush ();
123} 277}
124 278
125/**
126 * This checks the sockets for input, does the right thing.
127 *
128 * A bit of this code is grabbed out of socket.c
129 * There are 2 lists we need to look through - init_sockets is a list
130 *
131 */
132void 279void
133doeric_server (void) 280client::clock (void)
134{ 281{
135#ifdef CS_LOGSTATS 282 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
136 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 283 (*i)->tick ();
137 write_cs_stats (); 284
138#endif 285 // give them all the same chances
286 flush_sockets ();
139 287
140 //TODO: should not be done here, either 288 //TODO: should not be done here, either
141 for (int i = 0; i < clients.size (); ++i) 289 for (unsigned i = 0; i < clients.size (); ++i)
142 {
143 client *s = clients [i];
144 player *pl = s->pl;
145
146 if (pl && pl->ns && !pl->ns->destroyed ())
147 {
148 client *ns = pl->ns;
149
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);
167 }
168
169 s->refcnt_chk (); 290 clients[i]->refcnt_chk ();
170 }
171} 291}
172 292

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