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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.5 by root, Sat Sep 9 21:48:29 2006 UTC vs.
Revision 1.28 by root, Sun Dec 17 19:14:00 2006 UTC

1
2/*
3 * static char *rcsid_loop_c =
4 * "$Id: loop.C,v 1.5 2006/09/09 21:48:29 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 * Handle client input.
175 *
176 * HandleClient is actually not named really well - we only get here once
177 * there is input, so we don't do exception or other stuff here.
178 * sock is the output socket information. pl is the player associated
179 * with this socket, null if no player (one of the init_sockets for just
180 * starting a connection)
181 */
182
183void HandleClient(NewSocket *ns, player *pl)
184{
185 int len=0,i,cnt;
186 char *data;
187
188 /* Loop through this - maybe we have several complete packets here. */
189 // limit to a few commands only, though, as to not monopolise the server
190 for (cnt = 16; cnt--; ) {
191 /* If it is a player, and they don't have any speed left, we
192 * return, and will read in the data when they do have time.
193 */
194 if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) {
195 return;
196 }
197
198 i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1);
199
200 if (i<0) {
201#ifdef ESRV_DEBUG
202 LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None"));
203#endif
204 /* Caller will take care of cleaning this up */
205 ns->status =Ns_Dead;
206 return;
207 }
208 /* Still dont have a full packet */
209 if (i==0) return;
210
211// //D//TODO//temporarily log long commands
212// if (ns->inbuf.len >= 40 && pl && pl->ob)
213// LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
214
215 /* First, break out beginning word. There are at least
216 * a few commands that do not have any paremeters. If
217 * we get such a command, don't worry about trying
218 * to break it up.
219 */
220 data = (char *)strchr((char*)ns->inbuf.buf +2, ' ');
221 if (data) {
222 *data='\0';
223 data++;
224 len = ns->inbuf.len - (data - (char*)ns->inbuf.buf);
225 }
226 else len=0;
227
228 ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */
229 for (i=0; nscommands[i].cmdname !=NULL; i++) {
230 if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) {
231 nscommands[i].cmdproc((char*)data,len,ns);
232 ns->inbuf.len=0;
233 return;//D// not doing this causes random memory corruption
234 goto next_packet;
235 }
236 }
237 /* Player must be in the playing state or the flag on the
238 * the command must be zero for the user to use the command -
239 * otherwise, a player cam save, be in the play_again state, and
240 * the map they were on gets swapped out, yet things that try to look
241 * at the map causes a crash. If the command is valid, but
242 * one they can't use, we still swallow it up.
243 */
244 if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) {
245 if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) {
246 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
247 plcommands[i].cmdproc((char*)data,len,pl);
248 ns->inbuf.len=0;
249 //D// not doing this causes random memory corruption
250 if (plcommands[i].flag & 2)
251 goto next_packet;
252 return;
253 }
254 }
255 /* If we get here, we didn't find a valid command. Logging
256 * this might be questionable, because a broken client/malicious
257 * user could certainly send a whole bunch of invalid commands.
258 */
259 LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2);
260 next_packet:
261 ;
262 }
263}
264
265
266/*****************************************************************************
267 *
268 * Low level socket looping - select calls and watchdog udp packet
269 * sending.
270 *
271 ******************************************************************************/
272
273#ifdef WATCHDOG
274/**
275 * Tell watchdog that we are still alive
276 *
277 * I put the function here since we should hopefully already be getting
278 * all the needed include files for socket support
279 */
280
281void watchdog(void)
282{
283 static int fd=-1;
284 static struct sockaddr_in insock;
285
286 if (fd==-1)
287 {
288 struct protoent *protoent;
289
290 if ((protoent=getprotobyname("udp"))==NULL ||
291 (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1)
292 {
293 return;
294 }
295 insock.sin_family=AF_INET;
296 insock.sin_port=htons((unsigned short)13325);
297 insock.sin_addr.s_addr=inet_addr("127.0.0.1");
298 }
299 sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock));
300}
301#endif
302
303void flush_sockets(void)
304{
305 player *pl;
306
307 for (pl = first_player; pl != NULL; pl = pl->next)
308 if (pl->socket.status != Ns_Dead)
309 Socket_Flush (&pl->socket);
310}
311
312/**
313 * This checks the sockets for input and exceptions, does the right thing. 126 * This checks the sockets for input, does the right thing.
314 * 127 *
315 * A bit of this code is grabbed out of socket.c 128 * A bit of this code is grabbed out of socket.c
316 * 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
317 * 130 *
318 */ 131 */
132void
319void doeric_server(void) 133doeric_server (void)
320{ 134{
321 int i, pollret;
322 fd_set tmp_read, tmp_exceptions, tmp_write;
323 struct sockaddr_in addr;
324 socklen_t addrlen=sizeof(struct sockaddr);
325 player *pl, *next;
326
327#ifdef CS_LOGSTATS 135#ifdef CS_LOGSTATS
328 if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME) 136 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
329 write_cs_stats(); 137 write_cs_stats ();
330#endif 138#endif
331 139
332 FD_ZERO(&tmp_read);
333 FD_ZERO(&tmp_write);
334 FD_ZERO(&tmp_exceptions);
335
336 for(i=0;i<socket_info.allocated_sockets;i++) {
337 if (init_sockets[i].status == Ns_Dead) {
338 free_newsocket(&init_sockets[i]);
339 init_sockets[i].status = Ns_Avail;
340 socket_info.nconns--;
341 } else if (init_sockets[i].status != Ns_Avail){
342 FD_SET((uint32)init_sockets[i].fd, &tmp_read);
343 FD_SET((uint32)init_sockets[i].fd, &tmp_write);
344 FD_SET((uint32)init_sockets[i].fd, &tmp_exceptions);
345 }
346 }
347
348 /* 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,
349 * since we may remove some 141 * since we may remove some
350 */ 142 */
351 for (pl=first_player; pl!=NULL; ) { 143 //TODO: must be handled cleanly elsewhere
352 if (pl->socket.status == Ns_Dead) { 144 for (player *pl = first_player; pl; )
145 {
353 player *npl=pl->next; 146 player *npl = pl->next;
354 147
148 //TODO: must be handled cleanly elsewhere
149 if (!pl->socket || pl->socket->status == Ns_Dead)
150 {
355 save_player(pl->ob, 0); 151 save_player (pl->ob, 0);
152
356 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) { 153 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
154 {
357 terminate_all_pets(pl->ob); 155 terminate_all_pets (pl->ob);
358 remove_ob(pl->ob); 156 pl->ob->remove ();
359 } 157 }
158
360 leave(pl,1); 159 leave (pl, 1);
361 final_free_player(pl); 160 final_free_player (pl);
161 }
162
362 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)
363 } 171 {
172 clients.erase (i);
173 delete s;
174 }
364 else { 175 else
365 FD_SET((uint32)pl->socket.fd, &tmp_read);
366 FD_SET((uint32)pl->socket.fd, &tmp_write);
367 FD_SET((uint32)pl->socket.fd, &tmp_exceptions);
368 pl=pl->next;
369 } 176 ++i;
370 } 177 }
371 178
372 /* Reset timeout each time, since some OS's will change the values on
373 * the return from select.
374 */
375 socket_info.timeout.tv_sec = 0;
376 socket_info.timeout.tv_usec = 0;
377
378 pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write,
379 &tmp_exceptions, &socket_info.timeout);
380
381 if (pollret==-1) {
382 LOG(llevError, "select failed: %s\n", strerror(errno));
383 return;
384 }
385
386 /* We need to do some of the processing below regardless */ 179 /* We need to do some of the processing below regardless */
387/* if (!pollret) return;*/
388 180
389 /* Following adds a new connection */ 181 /* Check for any input on the sockets */
390 if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) { 182 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
391 int newsocknum=0; 183 {
184 client *s = *i;
185 player *pl = s->pl;
392 186
393#ifdef ESRV_DEBUG 187 //TODO: this could probably be nuked completely
394 LOG(llevDebug,"doeric_server: New Connection\n"); 188 s->handle_packet ();
395#endif 189 s->handle_command ();
396 /* If this is the case, all sockets currently in used */ 190
397 if (socket_info.allocated_sockets <= socket_info.nconns) { 191 //TODO: should not be done here, either
398 init_sockets = (NewSocket *) realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1)); 192 if (s->status != Ns_Dead && pl)
399 if (!init_sockets) fatal(OUT_OF_MEMORY);
400 newsocknum = socket_info.allocated_sockets;
401 socket_info.allocated_sockets++;
402 init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
403 init_sockets[newsocknum].faces_sent = (uint8*) malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent));
404 if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY);
405 init_sockets[newsocknum].status = Ns_Avail;
406 } 193 {
407 else { 194 /* Update the players stats once per tick. More efficient than
408 int j; 195 * sending them whenever they change, and probably just as useful
196 */
197 esrv_update_stats (pl);
409 198
410 for (j=1; j<socket_info.allocated_sockets; j++) 199 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
411 if (init_sockets[j].status == Ns_Avail) {
412 newsocknum=j;
413 break;
414 } 200 {
415 } 201 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
416 init_sockets[newsocknum].fd=accept(init_sockets[0].fd, (struct sockaddr *)&addr, &addrlen); 202 if (pl->last_weight != WEIGHT (pl->ob))
417 if (init_sockets[newsocknum].fd==-1) { 203 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
418 LOG(llevError, "accept failed: %s\n", strerror(errno)); 204 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
419 }
420 else {
421 char buf[MAX_BUF];
422 long ip;
423 NewSocket *ns;
424
425 ns = &init_sockets[newsocknum];
426
427 ip = ntohl(addr.sin_addr.s_addr);
428 sprintf(buf, "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
429
430 if (checkbanned(NULL, buf)) {
431 LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
432 close(init_sockets[newsocknum].fd);
433 init_sockets[newsocknum].fd = -1;
434 } 205 }
435 else {
436 InitConnection(ns, buf);
437 socket_info.nconns++;
438 }
439 }
440 }
441 206
442 /* Check for any exceptions/input on the sockets */
443 if (pollret) for(i=1;i<socket_info.allocated_sockets;i++) {
444 if (init_sockets[i].status == Ns_Avail) continue;
445 if (FD_ISSET(init_sockets[i].fd,&tmp_exceptions)) {
446 free_newsocket(&init_sockets[i]);
447 init_sockets[i].status = Ns_Avail;
448 socket_info.nconns--;
449 continue;
450 }
451 if (FD_ISSET(init_sockets[i].fd, &tmp_read)) {
452 HandleClient(&init_sockets[i], NULL);
453 }
454 if (FD_ISSET(init_sockets[i].fd, &tmp_write)) {
455 init_sockets[i].can_write=1;
456 }
457 }
458
459 /* This does roughly the same thing, but for the players now */
460 for (pl=first_player; pl!=NULL; pl=next) {
461
462 next=pl->next;
463 if (pl->socket.status==Ns_Dead) continue;
464
465 if (FD_ISSET(pl->socket.fd,&tmp_write)) {
466 if (!pl->socket.can_write) {
467#if 0
468 LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name);
469#endif
470 pl->socket.can_write=1;
471 write_socket_buffer(&pl->socket);
472 }
473 /* if we get an error on the write_socket buffer, no reason to
474 * continue on this socket.
475 */
476 if (pl->socket.status==Ns_Dead) continue;
477 }
478 else pl->socket.can_write=0;
479
480 if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) {
481 save_player(pl->ob, 0);
482 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
483 terminate_all_pets(pl->ob);
484 remove_ob(pl->ob);
485 }
486 leave(pl,1);
487 final_free_player(pl);
488 }
489 else {
490 HandleClient(&pl->socket, pl);
491 /* If the player has left the game, then the socket status
492 * will be set to this be the leave function. We don't
493 * need to call leave again, as it has already been called
494 * once.
495 */
496 if (pl->socket.status==Ns_Dead) {
497 save_player(pl->ob, 0);
498 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
499 terminate_all_pets(pl->ob);
500 remove_ob(pl->ob);
501 }
502 leave(pl,1);
503 final_free_player(pl);
504 } else {
505
506 /* Update the players stats once per tick. More efficient than
507 * sending them whenever they change, and probably just as useful
508 */
509 esrv_update_stats(pl);
510 if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) {
511 esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
512 if(pl->last_weight != WEIGHT(pl->ob))
513 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));
514 }
515 /* draw_client_map does sanity checking that map is
516 * valid, so don't do it here.
517 */
518 draw_client_map(pl->ob); 207 draw_client_map (pl->ob);
519 if (pl->socket.update_look) esrv_draw_look(pl->ob); 208
209 if (s->update_look)
210 esrv_draw_look (pl->ob);
520 } 211 }
521 }
522 } 212 }
523} 213}
214

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