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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.9 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.26 by root, Sat Dec 16 22:14:42 2006 UTC

26 * Main client/server loops. 26 * Main client/server loops.
27 * 27 *
28 * \date 2003-12-02 28 * \date 2003-12-02
29 * 29 *
30 * loop.c mainly deals with initialization and higher level socket 30 * loop.c mainly deals with initialization and higher level socket
31 * maintenance (checking for lost connections and if data has arrived.) 31 * maintanance (checking for lost connections and if data has arrived.)
32 * The reading of data is handled in ericserver.c
33 */ 32 */
34 33
35 34
36#include <global.h> 35#include <global.h>
37#ifndef __CEXTRACT__
38# include <sproto.h> 36#include <sproto.h>
39# include <sockproto.h> 37#include <sockproto.h>
40#endif
41 38
42#include <sys/types.h> 39#include <sys/types.h>
43#include <sys/time.h> 40#include <sys/time.h>
44#include <sys/socket.h> 41#include <sys/socket.h>
45#include <netinet/in.h> 42#include <netinet/in.h>
46#include <netdb.h> 43#include <netdb.h>
47 44
48#ifdef HAVE_UNISTD_H
49# include <unistd.h> 45#include <unistd.h>
50#endif
51
52#ifdef HAVE_ARPA_INET_H
53# include <arpa/inet.h> 46#include <arpa/inet.h>
54#endif
55 47
56#include <loader.h> 48#include <loader.h>
57#include <newserver.h>
58 49
59/***************************************************************************** 50#define MAX_QUEUE_DEPTH 500 //TODO
60 * Start of command dispatch area. 51#define MAX_QUEUE_BACKLOG 5. //TODO
61 * The commands here are protocol commands.
62 ****************************************************************************/
63 52
64/* Either keep this near the start or end of the file so it is 53void
65 * at least reasonablye easy to find. 54client::reset_state ()
66 * There are really 2 commands - those which are sent/received
67 * before player joins, and those happen after the player has joined.
68 * As such, we have function types that might be called, so
69 * we end up having 2 tables.
70 */
71
72typedef void (*func_uint8_int_ns) (char *, int, NewSocket *);
73
74struct NsCmdMapping
75{ 55{
76 const char *cmdname; 56 if (!pl)
77 func_uint8_int_ns cmdproc; 57 return;
78};
79 58
80typedef void (*func_uint8_int_pl) (char *, int, player *); 59 pl->run_on = 0;
81struct PlCmdMapping 60 pl->fire_on = 0;
61}
62
63void
64client::queue_command (packet_type *handler, char *data, int datalen)
82{ 65{
83 const char *cmdname; 66 tstamp stamp = now ();
84 func_uint8_int_pl cmdproc; 67
85 uint8 flag; 68 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
86}; 69 {
70 //TODO: just disconnect here?
71 reset_state ();
72 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
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}
87 124
88/** 125/**
89 * Dispatch table for the server.
90 *
91 * CmdMapping is the dispatch table for the server, used in HandleClient,
92 * which gets called when the client has input. All commands called here
93 * use the same parameter form (char* data, int len, int clientnum.
94 * We do implicit casts, because the data that is being passed is
95 * unsigned (pretty much needs to be for binary data), however, most
96 * of these treat it only as strings, so it makes things easier
97 * to cast it here instead of a bunch of times in the function itself.
98 * flag is 1 if the player must be in the playing state to issue the
99 * command, 0 if they can issue it at any time.
100 */
101static struct PlCmdMapping plcommands[] = {
102 {"examine", ExamineCmd, 1},
103 {"apply", ApplyCmd, 1},
104 {"move", MoveCmd, 1},
105 {"reply", ReplyCmd, 0},
106 {"command", PlayerCmd, 1},
107 {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
108 {"lookat", LookAt, 1},
109 {"lock", (func_uint8_int_pl) LockItem, 1},
110 {"mark", (func_uint8_int_pl) MarkItem, 1},
111 {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
112 {"mapinfo", MapInfoCmd, 2}, /* CF+ */
113 {"ext", ExtCmd, 2}, /* CF+ */
114 {NULL, NULL, 0} /* terminator */
115};
116
117/** Face-related commands */
118static struct NsCmdMapping nscommands[] = {
119 {"addme", AddMeCmd},
120 {"askface", SendFaceCmd}, /* Added: phil */
121 {"requestinfo", RequestInfo},
122 {"setfacemode", SetFaceMode},
123 {"setsound", SetSound},
124 {"setup", SetUp},
125 {"version", VersionCmd},
126 {"toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize */
127 {"toggleextendedtext", ToggleExtendedText}, /*Added: tchize */
128 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
129 {NULL, NULL} /* terminator (I, II & III) */
130};
131
132/**
133 * RequestInfo is sort of a meta command. There is some specific
134 * request of information, but we call other functions to provide
135 * that information.
136 */
137void
138RequestInfo (char *buf, int len, NewSocket * ns)
139{
140 char *params = NULL, *cp;
141
142 /* No match */
143 char bigbuf[MAX_BUF];
144 int slen;
145
146 /* Set up replyinfo before we modify any of the buffers - this is used
147 * if we don't find a match.
148 */
149 strcpy (bigbuf, "replyinfo ");
150 slen = strlen (bigbuf);
151 safe_strcat (bigbuf, buf, &slen, MAX_BUF);
152
153 /* find the first space, make it null, and update the
154 * params pointer.
155 */
156 for (cp = buf; *cp != '\0'; cp++)
157 if (*cp == ' ')
158 {
159 *cp = '\0';
160 params = cp + 1;
161 break;
162 }
163 if (!strcmp (buf, "image_info"))
164 send_image_info (ns, params);
165 else if (!strcmp (buf, "image_sums"))
166 send_image_sums (ns, params);
167 else if (!strcmp (buf, "skill_info"))
168 send_skill_info (ns, params);
169 else if (!strcmp (buf, "spell_paths"))
170 send_spell_paths (ns, params);
171 else
172 Write_String_To_Socket (ns, bigbuf, len);
173}
174
175/**
176 * Handle client input.
177 *
178 * HandleClient is actually not named really well - we only get here once
179 * there is input, so we don't do exception or other stuff here.
180 * sock is the output socket information. pl is the player associated
181 * with this socket, null if no player (one of the init_sockets for just
182 * starting a connection)
183 */
184
185void
186HandleClient (NewSocket * ns, player *pl)
187{
188 int len = 0, i, cnt;
189 char *data;
190
191 /* Loop through this - maybe we have several complete packets here. */
192 // limit to a few commands only, though, as to not monopolise the server
193 for (cnt = 16; cnt--;)
194 {
195 /* If it is a player, and they don't have any speed left, we
196 * return, and will read in the data when they do have time.
197 */
198 if (pl && pl->state == ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0)
199 {
200 return;
201 }
202
203 i = SockList_ReadPacket (ns->fd, &ns->inbuf, MAXSOCKBUF - 1);
204
205 if (i < 0)
206 {
207#ifdef ESRV_DEBUG
208 LOG (llevDebug, "HandleClient: Read error on connection player %s\n", (pl ? pl->ob->name : "None"));
209#endif
210 /* Caller will take care of cleaning this up */
211 ns->status = Ns_Dead;
212 return;
213 }
214 /* Still dont have a full packet */
215 if (i == 0)
216 return;
217
218// //D//TODO//temporarily log long commands
219// if (ns->inbuf.len >= 40 && pl && pl->ob)
220// LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
221
222 /* First, break out beginning word. There are at least
223 * a few commands that do not have any paremeters. If
224 * we get such a command, don't worry about trying
225 * to break it up.
226 */
227 data = (char *) strchr ((char *) ns->inbuf.buf + 2, ' ');
228 if (data)
229 {
230 *data = '\0';
231 data++;
232 len = ns->inbuf.len - (data - (char *) ns->inbuf.buf);
233 }
234 else
235 len = 0;
236
237 ns->inbuf.buf[ns->inbuf.len] = '\0'; /* Terminate buffer - useful for string data */
238 for (i = 0; nscommands[i].cmdname != NULL; i++)
239 {
240 if (strcmp ((char *) ns->inbuf.buf + 2, nscommands[i].cmdname) == 0)
241 {
242 nscommands[i].cmdproc ((char *) data, len, ns);
243 ns->inbuf.len = 0;
244 return; //D// not doing this causes random memory corruption
245 goto next_packet;
246 }
247 }
248 /* Player must be in the playing state or the flag on the
249 * the command must be zero for the user to use the command -
250 * otherwise, a player cam save, be in the play_again state, and
251 * the map they were on gets swapped out, yet things that try to look
252 * at the map causes a crash. If the command is valid, but
253 * one they can't use, we still swallow it up.
254 */
255 if (pl)
256 for (i = 0; plcommands[i].cmdname != NULL; i++)
257 {
258 if (strcmp ((char *) ns->inbuf.buf + 2, plcommands[i].cmdname) == 0)
259 {
260 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
261 plcommands[i].cmdproc ((char *) data, len, pl);
262 ns->inbuf.len = 0;
263 //D// not doing this causes random memory corruption
264 if (plcommands[i].flag & 2)
265 goto next_packet;
266 return;
267 }
268 }
269 /* If we get here, we didn't find a valid command. Logging
270 * this might be questionable, because a broken client/malicious
271 * user could certainly send a whole bunch of invalid commands.
272 */
273 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf.buf + 2);
274 next_packet:
275 ;
276 }
277}
278
279
280/*****************************************************************************
281 *
282 * Low level socket looping - select calls and watchdog udp packet
283 * sending.
284 *
285 ******************************************************************************/
286
287#ifdef WATCHDOG
288
289/**
290 * Tell watchdog that we are still alive
291 *
292 * I put the function here since we should hopefully already be getting
293 * all the needed include files for socket support
294 */
295
296void
297watchdog (void)
298{
299 static int fd = -1;
300 static struct sockaddr_in insock;
301
302 if (fd == -1)
303 {
304 struct protoent *protoent;
305
306 if ((protoent = getprotobyname ("udp")) == NULL || (fd = socket (PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1)
307 {
308 return;
309 }
310 insock.sin_family = AF_INET;
311 insock.sin_port = htons ((unsigned short) 13325);
312 insock.sin_addr.s_addr = inet_addr ("127.0.0.1");
313 }
314 sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock));
315}
316#endif
317
318void
319flush_sockets (void)
320{
321 player *pl;
322
323 for (pl = first_player; pl != NULL; pl = pl->next)
324 if (pl->socket.status != Ns_Dead)
325 Socket_Flush (&pl->socket);
326}
327
328/**
329 * This checks the sockets for input and exceptions, does the right thing. 126 * This checks the sockets for input, does the right thing.
330 * 127 *
331 * A bit of this code is grabbed out of socket.c 128 * A bit of this code is grabbed out of socket.c
332 * 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
333 * 130 *
334 */ 131 */
335void 132void
336doeric_server (void) 133doeric_server (void)
337{ 134{
338 int i, pollret;
339 fd_set tmp_read, tmp_exceptions, tmp_write;
340 struct sockaddr_in addr;
341 socklen_t addrlen = sizeof (struct sockaddr);
342 player *pl, *next;
343
344#ifdef CS_LOGSTATS 135#ifdef CS_LOGSTATS
345 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) 136 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
346 write_cs_stats (); 137 write_cs_stats ();
347#endif 138#endif
348 139
349 FD_ZERO (&tmp_read);
350 FD_ZERO (&tmp_write);
351 FD_ZERO (&tmp_exceptions);
352
353 for (i = 0; i < socket_info.allocated_sockets; i++)
354 {
355 if (init_sockets[i].status == Ns_Dead)
356 {
357 free_newsocket (&init_sockets[i]);
358 init_sockets[i].status = Ns_Avail;
359 socket_info.nconns--;
360 }
361 else if (init_sockets[i].status != Ns_Avail)
362 {
363 FD_SET ((uint32) init_sockets[i].fd, &tmp_read);
364 FD_SET ((uint32) init_sockets[i].fd, &tmp_write);
365 FD_SET ((uint32) init_sockets[i].fd, &tmp_exceptions);
366 }
367 }
368
369 /* 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,
370 * since we may remove some 141 * since we may remove some
371 */ 142 */
143 //TODO: must be handled cleanly elsewhere
372 for (pl = first_player; pl != NULL;) 144 for (player *pl = first_player; pl; )
373 { 145 {
374 if (pl->socket.status == Ns_Dead)
375 {
376 player *npl = pl->next; 146 player *npl = pl->next;
377 147
148 //TODO: must be handled cleanly elsewhere
149 if (!pl->socket || pl->socket->status == Ns_Dead)
150 {
378 save_player (pl->ob, 0); 151 save_player (pl->ob, 0);
152
379 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) 153 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
380 { 154 {
381 terminate_all_pets (pl->ob); 155 terminate_all_pets (pl->ob);
382 pl->ob->remove (); 156 pl->ob->remove ();
383 } 157 }
158
384 leave (pl, 1); 159 leave (pl, 1);
385 final_free_player (pl); 160 final_free_player (pl);
161 }
162
386 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)
171 {
172 clients.erase (i);
173 delete s;
387 } 174 }
388 else 175 else
389 { 176 ++i;
390 FD_SET ((uint32) pl->socket.fd, &tmp_read);
391 FD_SET ((uint32) pl->socket.fd, &tmp_write);
392 FD_SET ((uint32) pl->socket.fd, &tmp_exceptions);
393 pl = pl->next;
394 }
395 }
396
397 /* Reset timeout each time, since some OS's will change the values on
398 * the return from select.
399 */
400 socket_info.timeout.tv_sec = 0;
401 socket_info.timeout.tv_usec = 0;
402
403 pollret = select (socket_info.max_filedescriptor, &tmp_read, &tmp_write, &tmp_exceptions, &socket_info.timeout);
404
405 if (pollret == -1)
406 {
407 LOG (llevError, "select failed: %s\n", strerror (errno));
408 return;
409 } 177 }
410 178
411 /* We need to do some of the processing below regardless */ 179 /* We need to do some of the processing below regardless */
412 180
413/* if (!pollret) return;*/ 181 /* Check for any input on the sockets */
414 182 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
415 /* Following adds a new connection */
416 if (pollret && FD_ISSET (init_sockets[0].fd, &tmp_read))
417 { 183 {
418 int newsocknum = 0; 184 client *s = *i;
185 player *pl = s->pl;
419 186
420#ifdef ESRV_DEBUG 187 s->handle_packet ();
421 LOG (llevDebug, "doeric_server: New Connection\n"); 188 s->handle_command ();
422#endif 189
423 /* If this is the case, all sockets currently in used */ 190 //TODO: should not be done here, either
424 if (socket_info.allocated_sockets <= socket_info.nconns) 191 if (s->status != Ns_Dead && pl)
425 {
426 init_sockets = (NewSocket *) realloc (init_sockets, sizeof (NewSocket) * (socket_info.nconns + 1));
427 if (!init_sockets)
428 fatal (OUT_OF_MEMORY);
429 newsocknum = socket_info.allocated_sockets;
430 socket_info.allocated_sockets++;
431 init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
432 init_sockets[newsocknum].faces_sent = (uint8 *) malloc (nrofpixmaps * sizeof (*init_sockets[newsocknum].faces_sent));
433 if (!init_sockets[newsocknum].faces_sent)
434 fatal (OUT_OF_MEMORY);
435 init_sockets[newsocknum].status = Ns_Avail;
436 } 192 {
437 else 193 /* Update the players stats once per tick. More efficient than
438 { 194 * sending them whenever they change, and probably just as useful
439 int j;
440
441 for (j = 1; j < socket_info.allocated_sockets; j++)
442 if (init_sockets[j].status == Ns_Avail)
443 { 195 */
444 newsocknum = j; 196 esrv_update_stats (pl);
445 break;
446 }
447 }
448 init_sockets[newsocknum].fd = accept (init_sockets[0].fd, (struct sockaddr *) &addr, &addrlen);
449 if (init_sockets[newsocknum].fd == -1)
450 {
451 LOG (llevError, "accept failed: %s\n", strerror (errno));
452 }
453 else
454 {
455 char buf[MAX_BUF];
456 long ip;
457 NewSocket *ns;
458 197
459 ns = &init_sockets[newsocknum]; 198 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
460
461 ip = ntohl (addr.sin_addr.s_addr);
462 sprintf (buf, "%ld.%ld.%ld.%ld", (ip >> 24) & 255, (ip >> 16) & 255, (ip >> 8) & 255, ip & 255);
463
464 if (checkbanned (NULL, buf))
465 { 199 {
466 LOG (llevInfo, "Banned host tried to connect: [%s]\n", buf); 200 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
467 close (init_sockets[newsocknum].fd); 201 if (pl->last_weight != WEIGHT (pl->ob))
468 init_sockets[newsocknum].fd = -1; 202 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
203 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
469 } 204 }
470 else
471 {
472 InitConnection (ns, buf);
473 socket_info.nconns++;
474 }
475 }
476 }
477 205
478 /* Check for any exceptions/input on the sockets */
479 if (pollret)
480 for (i = 1; i < socket_info.allocated_sockets; i++)
481 {
482 if (init_sockets[i].status == Ns_Avail)
483 continue;
484 if (FD_ISSET (init_sockets[i].fd, &tmp_exceptions))
485 {
486 free_newsocket (&init_sockets[i]);
487 init_sockets[i].status = Ns_Avail;
488 socket_info.nconns--;
489 continue;
490 }
491 if (FD_ISSET (init_sockets[i].fd, &tmp_read))
492 {
493 HandleClient (&init_sockets[i], NULL);
494 }
495 if (FD_ISSET (init_sockets[i].fd, &tmp_write))
496 {
497 init_sockets[i].can_write = 1;
498 }
499 }
500
501 /* This does roughly the same thing, but for the players now */
502 for (pl = first_player; pl != NULL; pl = next)
503 {
504
505 next = pl->next;
506 if (pl->socket.status == Ns_Dead)
507 continue;
508
509 if (FD_ISSET (pl->socket.fd, &tmp_write))
510 {
511 if (!pl->socket.can_write)
512 {
513#if 0
514 LOG (llevDebug, "Player %s socket now write enabled\n", pl->ob->name);
515#endif
516 pl->socket.can_write = 1;
517 write_socket_buffer (&pl->socket);
518 }
519 /* if we get an error on the write_socket buffer, no reason to
520 * continue on this socket.
521 */
522 if (pl->socket.status == Ns_Dead)
523 continue;
524 }
525 else
526 pl->socket.can_write = 0;
527
528 if (FD_ISSET (pl->socket.fd, &tmp_exceptions))
529 {
530 save_player (pl->ob, 0);
531 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
532 {
533 terminate_all_pets (pl->ob);
534 pl->ob->remove ();
535 }
536 leave (pl, 1);
537 final_free_player (pl);
538 }
539 else
540 {
541 HandleClient (&pl->socket, pl);
542 /* If the player has left the game, then the socket status
543 * will be set to this be the leave function. We don't
544 * need to call leave again, as it has already been called
545 * once.
546 */
547 if (pl->socket.status == Ns_Dead)
548 {
549 save_player (pl->ob, 0);
550 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
551 {
552 terminate_all_pets (pl->ob);
553 pl->ob->remove ();
554 }
555 leave (pl, 1);
556 final_free_player (pl);
557 }
558 else
559 {
560
561 /* Update the players stats once per tick. More efficient than
562 * sending them whenever they change, and probably just as useful
563 */
564 esrv_update_stats (pl);
565 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
566 {
567 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
568 if (pl->last_weight != WEIGHT (pl->ob))
569 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
570 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
571 }
572 /* draw_client_map does sanity checking that map is
573 * valid, so don't do it here.
574 */
575 draw_client_map (pl->ob); 206 draw_client_map (pl->ob);
207
576 if (pl->socket.update_look) 208 if (s->update_look)
577 esrv_draw_look (pl->ob); 209 esrv_draw_look (pl->ob);
578 } 210 }
579 }
580 } 211 }
581} 212}
213

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