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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.18 by root, Fri Dec 15 04:21:29 2006 UTC vs.
Revision 1.54 by root, Sun Jul 1 04:08:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & The Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors 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 *
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
35 34
36#include <global.h> 35#include <global.h>
37#include <sproto.h> 36#include <sproto.h>
38#include <sockproto.h> 37#include <sockproto.h>
39 38
45 44
46#include <unistd.h> 45#include <unistd.h>
47#include <arpa/inet.h> 46#include <arpa/inet.h>
48 47
49#include <loader.h> 48#include <loader.h>
50#include <newserver.h>
51 49
52/***************************************************************************** 50#define BG_SCRUB_RATE 4 // how often to send a face in the background
53 * Start of command dispatch area.
54 * The commands here are protocol commands.
55 ****************************************************************************/
56 51
57/* Either keep this near the start or end of the file so it is 52#define MAX_QUEUE_DEPTH 500
58 * at least reasonablye easy to find. 53#define MAX_QUEUE_BACKLOG 3.
59 * There are really 2 commands - those which are sent/received
60 * before player joins, and those happen after the player has joined.
61 * As such, we have function types that might be called, so
62 * we end up having 2 tables.
63 */
64 54
65enum { 55void
66 PF_PLAYER = 0x01, // must have valid player 56client::reset_state ()
67 PF_IMMEDIATE = 0x02, // TODO: hack, can be executed immediately
68 PF_PLAYING = 0x04, // must be in playing state
69};
70
71struct pkt_type
72{ 57{
73 const char *name; 58 if (!pl)
74 void *cb; 59 return;
75 int flags;
76 60
77 bool may_execute (client_socket *ns) 61 pl->run_on = 0;
62 pl->fire_on = 0;
63}
64
65void
66client::queue_command (packet_type *handler, char *data, int datalen)
67{
68 tstamp stamp = NOW;
69
70 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
78 { 71 {
79 return (!(flags & PF_PLAYER) || ns->pl) 72 //TODO: just disconnect here?
80 && (!(flags & PF_PLAYING) || (ns->pl && ns->pl->state == ST_PLAYING)); 73 reset_state ();
74 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
81 } 75 }
82
83 void execute (client_socket *ns, char *data, int datalen)
84 {
85 //TODO: only one format
86 if (flags & PF_PLAYER)
87 ((void (*)(char *, int, player * ))cb)((char *)data, datalen, ns->pl);
88 else 76 else
89 ((void (*)(char *, int, client_socket *))cb)((char *)data, datalen, ns); 77 {
90 } 78 cmd_queue.push_back (command ());
91}; 79 command &cmd = cmd_queue.back ();
92 80 cmd.stamp = stamp;
93// SocketCommand, PlayingCommand, should not exist with those ugly casts 81 cmd.handler = handler;
94#define SC(cb) (void *)static_cast<void (*)(char *, int, client_socket *)>(cb), 82 cmd.data = salloc<char> (datalen + 1, data);
95#define PC(cb) (void *)static_cast<void (*)(char *, int, player *)>(cb), PF_PLAYER | 83 cmd.datalen = datalen;
96
97/**
98 * Dispatch table for the server.
99 */
100static struct pkt_type packets[] = {
101 {"ncom", PC(NewPlayerCmd) PF_PLAYING },
102 {"command", PC(PlayerCmd) PF_PLAYING },
103
104 {"examine", PC(ExamineCmd) PF_PLAYING | PF_IMMEDIATE },
105 {"apply", PC(ApplyCmd) PF_PLAYING | PF_IMMEDIATE },
106 {"reply", PC(ReplyCmd) PF_IMMEDIATE },
107 {"lookat", PC(LookAt) PF_PLAYING | PF_IMMEDIATE },
108 {"lock", PC(LockItem) PF_PLAYING | PF_IMMEDIATE },
109 {"mark", PC(MarkItem) PF_PLAYING | PF_IMMEDIATE },
110 {"move", PC(MoveCmd) PF_PLAYING | PF_IMMEDIATE },
111 {"ext", PC(ExtCmd) PF_IMMEDIATE }, /* CF+ */
112 {"mapredraw", PC(MapRedrawCmd) PF_IMMEDIATE }, /* Added: phil */
113 {"mapinfo", PC(MapInfoCmd) PF_IMMEDIATE }, /* CF+ */
114
115 {"addme", SC(AddMeCmd) PF_IMMEDIATE },
116 {"askface", SC(SendFaceCmd) 0 }, /* Added: phil */
117 {"requestinfo", SC(RequestInfo) 0 },
118 {"setfacemode", SC(SetFaceMode) PF_IMMEDIATE },
119 {"setsound", SC(SetSound) PF_IMMEDIATE },
120 {"setup", SC(SetUp) PF_IMMEDIATE },
121 {"version", SC(VersionCmd) PF_IMMEDIATE },
122 {"toggleextendedinfos", SC(ToggleExtendedInfos) PF_IMMEDIATE }, /*Added: tchize */
123 {"toggleextendedtext", SC(ToggleExtendedText) PF_IMMEDIATE }, /*Added: tchize */
124 {"asksmooth", SC(AskSmooth) 0 }, /*Added: tchize (smoothing technologies) */
125};
126
127/**
128 * Handle client input.
129 *
130 * HandleClient is actually not named really well - we only get here once
131 * there is input, so we don't do exception or other stuff here.
132 * sock is the output socket information. pl is the player associated
133 * with this socket, null if no player (one of the init_sockets for just
134 * starting a connection)
135 */
136
137void
138HandleClient (client_socket *ns, player *pl)
139{
140 /* Loop through this - maybe we have several complete packets here. */
141 // limit to a few commands only, though, as to not monopolise the server
142 for (int repeat = 16; repeat--;)
143 { 84 }
144 /* If it is a player, and they don't have any speed left, we 85}
145 * return, and will read in the data when they do have time.
146 */
147 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
148 return;
149 86
150 int pkt_len = ns->read_packet (); 87bool
88client::handle_command ()
89{
90 if (!cmd_queue.empty ()
91 && state == ST_PLAYING
92 && pl->ob->speed_left > 0.f)
93 {
94 command &cmd = cmd_queue.front ();
151 95
152 if (pkt_len < 0) 96 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
153 { 97 {
154 LOG (llevError, "read error on player %s\n", &pl->ob->name); 98 reset_state ();
155 /* Caller will take care of cleaning this up */ 99 send_packet_printf ("drawinfo %d ignoring delayed commands.", NDI_RED);
156 ns->status = Ns_Dead;
157 return;
158 }
159 else if (pkt_len == 0)
160 /* Still dont have a full packet */
161 return;
162
163 /* First, break out beginning word. There are at least
164 * a few commands that do not have any paremeters. If
165 * we get such a command, don't worry about trying
166 * to break it up.
167 */
168 int datalen;
169 char *data = strchr ((char *)ns->inbuf + 2, ' ');
170
171 if (data)
172 {
173 *data++ = 0;
174 datalen = pkt_len - (data - (char *)ns->inbuf);
175 } 100 }
176 else 101 else
177 { 102 execute (cmd.handler, cmd.data, cmd.datalen);
178 data = (char *)ns->inbuf + 2; // better read garbage than segfault
179 datalen = 0;
180 }
181 103
182 ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */ 104 cmd_queue.pop_front ();
183 105 return true;
184 for (pkt_type *pkt = packets; pkt < packets + (sizeof (packets) / sizeof (packets[0])); ++pkt)
185 if (!strcmp ((char *)ns->inbuf + 2, pkt->name))
186 {
187 if (pkt->may_execute (ns))
188 {
189 pkt->execute (ns, data, datalen);
190 ns->skip_packet (pkt_len);
191 //D//TODO not doing this causes random memory corruption
192 if (pkt->flags & PF_IMMEDIATE)
193 goto next_packet;
194 return;
195 }
196 }
197
198 /* If we get here, we didn't find a valid command. Logging
199 * this might be questionable, because a broken client/malicious
200 * user could certainly send a whole bunch of invalid commands.
201 */
202 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf + 2);
203 ns->skip_packet (pkt_len);
204 next_packet:
205 ;
206 } 106 }
107 else
108 return false;
207} 109}
208 110
209void 111void
210flush_sockets (void) 112flush_sockets (void)
211{ 113{
212 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) 114 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
213 if ((*i)->status != Ns_Dead)
214 (*i)->flush (); 115 (*i)->flush ();
215} 116}
216 117
217/** 118/**
218 * This checks the sockets for input, does the right thing. 119 * This checks the sockets for input, does the right thing.
219 * 120 *
222 * 123 *
223 */ 124 */
224void 125void
225doeric_server (void) 126doeric_server (void)
226{ 127{
227 int i, pollret; 128 //TODO: should not be done here, either
228 fd_set tmp_read; 129 for (unsigned i = 0; i < clients.size (); ++i)
229 struct sockaddr_in addr; 130 {
230 socklen_t addrlen = sizeof (struct sockaddr); 131 client *ns = clients [i];
231 player *pl, *next;
232 int maxfd = 0;
233 132
234#ifdef CS_LOGSTATS 133 ns->tick ();
235 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 134 ns->refcnt_chk ();
236 write_cs_stats (); 135 }
237#endif 136}
238 137
239 /* Go through the players. Let the loop set the next pl value, 138void
240 * since we may remove some 139client::tick ()
140{
141 if (!pl || destroyed ())
142 return;
143
144 /* Update the players stats once per tick. More efficient than
145 * sending them whenever they change, and probably just as useful
241 */ 146 */
242 //TODO: must be handled cleanly elsewhere 147 esrv_update_stats (pl);
243 for (pl = first_player; pl; ) 148
149 if (last_weight != -1 && last_weight != WEIGHT (pl->ob))
150 {
151 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
152 if (last_weight != WEIGHT (pl->ob))
153 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
154 (unsigned long) last_weight, WEIGHT (pl->ob));
244 { 155 }
245 player *npl = pl->next;
246 156
247 //TODO: must be handled cleanly elsewhere 157 draw_client_map (pl);
248 if (pl->socket->status == Ns_Dead) 158
159 if (update_look)
160 esrv_draw_look (pl);
161
162 if (ixface.empty ())
163 {
164 // regularly send a new face when queue is empty
165 if (bg_scrub && !--bg_scrub && enable_bg_scrub)
166 while (scrub_idx < faces.size () - 1)
167 {
168 ++scrub_idx;
169
170 if (!faces_sent [scrub_idx])
171 {
172 send_face (scrub_idx);
173 flush_fx ();
174
175 bg_scrub = 1; // send up to one face per tick, unless an image was requested
176 break;
177 }
178 }
179
180 rate_avail = max_rate - outputbuffer_len ();
181 }
182 else
183 {
184 int ol = outputbuffer_len ();
185
186 rate_avail = min (max_rate, rate_avail + max_rate);
187 rate_avail -= ol;
188
189 int avail = rate_avail;
190
191 // if we can split images, transfer up to mss-sized packets if possible
192 // but never 768 bytes more.
193 if (fxix) avail += min (768, mss - (ol % mss));
194
195 bg_scrub = BG_SCRUB_RATE;
196
197 while (avail > 0)
249 { 198 {
250 save_player (pl->ob, 0); 199 ixsend &ix = ixface.back ();
251 200
252 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 201 if (facedata *d = face_data (ix.idx, faceset))
253 { 202 {
254 terminate_all_pets (pl->ob); 203 if (fxix)
255 pl->ob->remove (); 204 {
205 // 9 bytes is enough for fx_FFFOOO, 40 leaves some room for image data
206 int chunk = min (min (avail - 40, MAXSOCKBUF - 9), ix.ofs);
207
208 if (chunk <= 0)
209 break;
210
211 ix.ofs -= chunk;
212
213 packet sl ("ix");
214
215 sl << ber32 (ix.idx)
216 << ber32 (ix.ofs)
217 << data (d->data.data () + ix.ofs, chunk);
218
219 send_packet (sl);
220 }
221 else
222 {
223 send_image (ix.idx);
224 ix.ofs = 0;
225 }
256 } 226 }
227 else
228 ix.ofs = 0;
257 229
258 leave (pl, 1); 230 int consumed = ol - outputbuffer_len ();
259 final_free_player (pl); 231
232 avail -= consumed;
233 rate_avail -= consumed;
234
235 ol = outputbuffer_len ();
236
237 if (!ix.ofs)
238 {
239 ixface.pop_back ();
240 if (ixface.empty ())
241 break;
242 }
260 } 243 }
261
262 pl = npl;
263 }
264
265 FD_ZERO (&tmp_read);
266
267 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); )
268 { 244 }
269 client_socket *s = *i;
270
271 if (s->status == Ns_Dead)
272 {
273 client_sockets.erase (i);
274 delete s;
275 }
276 else
277 {
278 if (s->fd > maxfd) maxfd = s->fd;
279
280 FD_SET (s->fd, &tmp_read);
281
282 ++i;
283 }
284 }
285
286 struct timeval timeout;
287
288 timeout.tv_sec = 0;
289 timeout.tv_usec = 0;
290
291 pollret = select (maxfd + 1,
292 &tmp_read, 0, 0,
293 &timeout);
294
295 if (pollret == -1)
296 {
297 LOG (llevError, "select failed: %s\n", strerror (errno));
298 return;
299 }
300
301 /* We need to do some of the processing below regardless */
302
303 /* Check for any input on the sockets */
304 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i)
305 {
306 client_socket *s = *i;
307 player *pl = s->pl;
308
309 //TODO: disassociate handleclient from socket readin
310 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read))
311 HandleClient (s, pl);
312
313 //TODO: should not be done here, either
314 if (s->status != Ns_Dead && pl)
315 {
316 /* Update the players stats once per tick. More efficient than
317 * sending them whenever they change, and probably just as useful
318 */
319 esrv_update_stats (pl);
320 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
321 {
322 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
323 if (pl->last_weight != WEIGHT (pl->ob))
324 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
325 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
326 }
327
328 /* draw_client_map does sanity checking that map is
329 * valid, so don't do it here.
330 */
331 draw_client_map (pl->ob);
332 if (s->update_look)
333 esrv_draw_look (pl->ob);
334 }
335 }
336} 245}
337 246

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