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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.14 by root, Thu Dec 14 04:30:33 2006 UTC vs.
Revision 1.92 by root, Tue Jan 3 11:25:37 2012 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) 2002-2003 Mark Wedel & The Crossfire Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 1992 Frank Tore Johansen 5 *
6 6 * Deliantra is free software: you can redistribute it and/or modify it under
7 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 7 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 8 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 9 * option) any later version.
11 10 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 14 * GNU General Public License for more details.
16 15 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 18 * <http://www.gnu.org/licenses/>.
20 19 *
21 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>
22*/ 21 */
23 22
24/** 23/**
25 * \file 24 * \file
26 * Main client/server loops. 25 * Main client/server loops.
27 * 26 *
28 * \date 2003-12-02 27 * \date 2003-12-02
29 * 28 *
30 * loop.c mainly deals with initialization and higher level socket 29 * loop.c mainly deals with initialization and higher level socket
31 * maintenance (checking for lost connections and if data has arrived.) 30 * maintanance (checking for lost connections and if data has arrived.)
32 * The reading of data is handled in ericserver.c
33 */ 31 */
34
35 32
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
41#include <sys/time.h> 38#include <sys/time.h>
42#include <sys/socket.h> 39#include <sys/socket.h>
43#include <netinet/in.h> 40#include <netinet/in.h>
44#include <netdb.h> 41#include <netdb.h>
45 42
46#ifdef HAVE_UNISTD_H
47# include <unistd.h> 43#include <unistd.h>
48#endif
49
50#ifdef HAVE_ARPA_INET_H
51# include <arpa/inet.h> 44#include <arpa/inet.h>
52#endif
53 45
54#include <loader.h> 46#define BG_SCRUB_RATE 4 // how often to send a face in the background
55#include <newserver.h>
56 47
57/***************************************************************************** 48#define MAX_QUEUE_DEPTH 50
58 * Start of command dispatch area. 49#define MAX_QUEUE_BACKLOG 3.
59 * The commands here are protocol commands.
60 ****************************************************************************/
61 50
62/* Either keep this near the start or end of the file so it is
63 * at least reasonablye easy to find.
64 * There are really 2 commands - those which are sent/received
65 * before player joins, and those happen after the player has joined.
66 * As such, we have function types that might be called, so
67 * we end up having 2 tables.
68 */
69
70typedef void (*func_uint8_int_ns) (char *, int, client_socket *);
71
72struct NsCmdMapping
73{
74 const char *cmdname;
75 func_uint8_int_ns cmdproc;
76 uint8 flag;
77};
78
79typedef void (*func_uint8_int_pl) (char *, int, player *);
80struct PlCmdMapping
81{
82 const char *cmdname;
83 func_uint8_int_pl cmdproc;
84 uint8 flag;
85};
86
87/**
88 * Dispatch table for the server.
89 *
90 * CmdMapping is the dispatch table for the server, used in HandleClient,
91 * which gets called when the client has input. All commands called here
92 * use the same parameter form (char* data, int len, int clientnum.
93 * We do implicit casts, because the data that is being passed is
94 * unsigned (pretty much needs to be for binary data), however, most
95 * of these treat it only as strings, so it makes things easier
96 * to cast it here instead of a bunch of times in the function itself.
97 * flag is 1 if the player must be in the playing state to issue the
98 * command, 0 if they can issue it at any time.
99 */
100static struct PlCmdMapping plcommands[] = {
101 {"examine", ExamineCmd, 1},
102 {"apply", ApplyCmd, 1},
103 {"move", MoveCmd, 1},
104 {"reply", ReplyCmd, 0},
105 {"command", PlayerCmd, 1},
106 {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
107 {"lookat", LookAt, 1},
108 {"lock", (func_uint8_int_pl) LockItem, 1},
109 {"mark", (func_uint8_int_pl) MarkItem, 1},
110 {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
111 {"mapinfo", MapInfoCmd, 2}, /* CF+ */
112 {"ext", ExtCmd, 2}, /* CF+ */
113 { 0 } /* terminator */
114};
115
116/** Face-related commands */
117static struct NsCmdMapping nscommands[] = {
118 {"addme", AddMeCmd, 2},
119 {"askface", SendFaceCmd}, /* Added: phil */
120 {"requestinfo", RequestInfo},
121 {"setfacemode", SetFaceMode, 2},
122 {"setsound", SetSound, 2},
123 {"setup", SetUp, 2},
124 {"version", VersionCmd, 2},
125 {"toggleextendedinfos", ToggleExtendedInfos, 2}, /*Added: tchize */
126 {"toggleextendedtext", ToggleExtendedText, 2}, /*Added: tchize */
127 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
128 { 0 } /* terminator (I, II & III) */
129};
130
131/**
132 * RequestInfo is sort of a meta command. There is some specific
133 * request of information, but we call other functions to provide
134 * that information.
135 */
136void 51void
137RequestInfo (char *buf, int len, client_socket * ns) 52client::reset_state ()
138{ 53{
139 char *params = NULL, *cp; 54 if (!pl)
55 return;
140 56
141 /* No match */ 57 pl->run_on = 0;
142 char bigbuf[MAX_BUF]; 58 pl->fire_on = 0;
143 int slen; 59}
144 60
145 /* Set up replyinfo before we modify any of the buffers - this is used 61void
146 * if we don't find a match. 62client::queue_command (packet_type *handler, char *data, int datalen)
147 */ 63{
148 strcpy (bigbuf, "replyinfo "); 64 tstamp stamp = NOW;
149 slen = strlen (bigbuf);
150 safe_strcat (bigbuf, buf, &slen, MAX_BUF);
151 65
152 /* find the first space, make it null, and update the 66 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
153 * params pointer.
154 */
155 for (cp = buf; *cp != '\0'; cp++)
156 if (*cp == ' ')
157 { 67 {
158 *cp = '\0'; 68 reset_state ();
159 params = cp + 1; 69 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
160 break;
161 } 70 }
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 71 else
172 ns->send_packet (bigbuf, len); 72 {
173} 73 cmd_queue.resize (cmd_queue.size () + 1);
174 74 command &cmd = cmd_queue.back ();
175/** 75 cmd.stamp = stamp;
176 * Handle client input. 76 cmd.handler = handler;
177 * 77 cmd.data = salloc<char> (datalen + 1, data);
178 * HandleClient is actually not named really well - we only get here once 78 cmd.datalen = datalen;
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 (client_socket *ns, player *pl)
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 (int repeat = 16; repeat--;)
191 { 79 }
192 /* If it is a player, and they don't have any speed left, we 80}
193 * return, and will read in the data when they do have time.
194 */
195 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
196 return;
197 81
198 int pkt_len = ns->read_packet (); 82bool
83client::handle_command ()
84{
85 if (!cmd_queue.empty ()
86 && state == ST_PLAYING
87 && pl->ob->speed_left > 0.f)
88 {
89 command &cmd = cmd_queue.front ();
199 90
200 if (pkt_len < 0) 91 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
201 { 92 {
202 LOG (llevError, "read error on player %s\n", &pl->ob->name); 93 reset_state (); // the command might actually reset some movement state etc.
203 /* Caller will take care of cleaning this up */
204 ns->status = Ns_Dead;
205 return;
206 }
207 else if (pkt_len == 0)
208 /* Still dont have a full packet */
209 return;
210 94
211 /* First, break out beginning word. There are at least 95 if (pl)
212 * a few commands that do not have any paremeters. If 96 pl->failmsg (
213 * we get such a command, don't worry about trying 97 "Cannot keep up with your commands, ignoring them! "
214 * to break it up. 98 "H<Your character cannot keep up with the instructions you give G<him|her>. "
215 */ 99 "Try issuing commands slower, or, if G<he|she> is incapacitated (paralyzed and so on), "
216 int datalen; 100 "wait till your character can act again.\n\nIf G<he|she> is permanently stuck, then "
217 char *data = strchr ((char *)ns->inbuf + 2, ' '); 101 "try the B<suicide> command (or use B<chat> to ask somebody to B<invite> you out).>"
218 102 );
219 if (data)
220 {
221 *data++ = 0;
222 datalen = pkt_len - (data - (char *)ns->inbuf);
223 } 103 }
224 else 104 else
105 execute (cmd.handler, cmd.data, cmd.datalen);
106
107 sfree<char> (cmd.data, cmd.datalen + 1);
108 cmd_queue.pop_front ();
109 return true;
110 }
111 else
112 return false;
113}
114
115void
116client::tick ()
117{
118 if (!pl || destroyed ())
119 return;
120
121 pl->dirty = true;
122
123 /* Update the players stats once per tick. More efficient than
124 * sending them whenever they change, and probably just as useful
125 */
126 pl->need_updated_stats ();
127 esrv_update_stats (pl);
128
129 if (pl->ns->update_spells)
130 esrv_update_spells (pl);
131
132 sint32 weight = pl->ob->client_weight ();
133
134 if (last_weight != weight)
135 {
136 pl->ob->update_stats ();
137 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
138 }
139
140 draw_client_map (pl);
141
142 if (update_look)
143 esrv_draw_look (pl);
144
145 mapinfo_queue_run ();
146
147#if HAVE_TCP_INFO
148 // check time of last ack, and, if too old, kill connection
149 socklen_t len = sizeof (tcpi);
150
151 if (!getsockopt (fd, IPPROTO_TCP, TCP_INFO, &tcpi, &len) && len == sizeof (tcpi))
152 {
153 if (tcpi.tcpi_snd_mss)
154 mss = tcpi.tcpi_snd_mss;
155
156#if 0
157 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",
158 tcpi.tcpi_unacked,
159 tcpi.tcpi_sacked,
160 tcpi.tcpi_lost,
161 tcpi.tcpi_retrans,
162 tcpi.tcpi_fackets,
163 tcpi.tcpi_snd_ssthresh, tcpi.tcpi_snd_cwnd, tcpi.tcpi_advmss, tcpi.tcpi_pmtu, tcpi.tcpi_advmss,
164
165 tcpi.tcpi_snd_cwnd - (tcpi.tcpi_unacked - tcpi.tcpi_sacked));
166#endif
167
168 // fast-time-out a player by checking for missing acks
169 // do this only when player is active
170 if (pl && pl->active
171 && tcpi.tcpi_last_ack_recv > int (socket_timeout * 1000))
225 { 172 {
226 data = (char *)ns->inbuf + 2; // better read garbage than segfault 173 send_msg (NDI_RED | NDI_REPLY, "connection-timeout", "safety disconnect due to tcp/ip timeout (no packets received)");
227 datalen = 0; 174 write_outputbuffer ();
175
176 LOG (llevDebug, "connection on fd %d closed due to ack timeout (%u/%u/%u)\n", fd,
177 (unsigned)tcpi.tcpi_last_ack_recv, (unsigned)tcpi.tcpi_last_data_sent, (unsigned)tcpi.tcpi_unacked);
178 destroy ();
228 } 179 }
180 }
181#endif
229 182
230 ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */ 183 // limit budget surplus/deficit by one mss, add per-tick budget
184 rate_avail = min (rate_avail, mss) + max_rate;
231 185
232 for (int i = 0; nscommands[i].cmdname; i++) 186 int max_send = rate_avail;
187
188#if HAVE_TCP_INFO
189 // further restrict the available bandwidth by the excess bandwidth available
190 min_it (max_send, (tcpi.tcpi_snd_cwnd - tcpi.tcpi_unacked + tcpi.tcpi_sacked) * mss);
191#endif
192
193 // round to next-lowest mss
194 max_send -= max_send % mss;
195
196 if (ixface.empty ())
197 {
198 // regularly send a new face when queue is empty
199 if (bg_scrub && !--bg_scrub)
200 while (scrub_idx < faces.size () - 1)
201 {
202 ++scrub_idx;
203
204 if (!faces_sent [scrub_idx])
205 if (faceinfo *f = face_info (scrub_idx))
206 if (f->type == FT_FACE || f->type == FT_SOUND) // only scrub faces and sounds for now
207 {
208 send_face (scrub_idx, -120);
209 flush_fx ();
210
211 bg_scrub = 1; // send up to one fx per tick, unless an image was requested
212 break;
213 }
214 }
215 }
216 else
217 {
218 bg_scrub = BG_SCRUB_RATE;
219
220 for (;;)
233 { 221 {
234 if (!strcmp ((char *)ns->inbuf + 2, nscommands[i].cmdname)) 222 int avail = max_send - outputbuffer_len ();
223
224 if (avail <= 0)
225 break;
226
227 ixsend &ix = ixface.back ();
228
229 if (facedata *d = face_data (ix.idx, faceset))
235 { 230 {
236 nscommands[i].cmdproc (data, datalen, ns); 231 // estimate the packet header overhead "ix " + idx + (new)ofs
237 ns->skip_packet (pkt_len); 232 int pktlen = 3 + ber32::encoded_size (ix.idx) + ber32::encoded_size (ix.ofs);
238 //D// not doing this causes random memory corruption 233 int chunk = min (avail - packet::hdrlen, MAXSOCKBUF) - pktlen;
239 if (nscommands[i].flag & 2) 234
240 goto next_packet; 235 // only transfer something if the amount of data transferred
236 // has a healthy relation to the header overhead
237 if (chunk < 64)
241 return; 238 break;
239
240 chunk = min (chunk, (int)ix.ofs);
241
242 ix.ofs -= chunk;
243
244 //fprintf (stderr, "i%dx %6d: %5d+%4d (%4d)\n", fxix, ix.idx,ix.ofs,chunk, ixface.size());//D
245
246 packet sl ("ix");
247
248 sl << ber32 (ix.idx)
249 << ber32 (ix.ofs)
250 << data (d->data + ix.ofs, chunk);
251
252 send_packet (sl);
253 }
254 else
255 ix.ofs = 0;
256
257 if (!ix.ofs)
258 {
259 ixface.pop_back ();
260
261 if (ixface.empty ())
262 break;
242 } 263 }
243 } 264 }
244
245 /* Player must be in the playing state or the flag on the
246 * the command must be zero for the user to use the command -
247 * otherwise, a player cam save, be in the play_again state, and
248 * the map they were on gets swapped out, yet things that try to look
249 * at the map causes a crash. If the command is valid, but
250 * one they can't use, we still swallow it up.
251 */
252 if (pl)
253 for (int i = 0; plcommands[i].cmdname; i++)
254 {
255 if (!strcmp ((char *)ns->inbuf + 2, plcommands[i].cmdname))
256 {
257 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
258 plcommands[i].cmdproc ((char *) data, datalen, pl);
259
260 ns->skip_packet (pkt_len);
261 //D// not doing this causes random memory corruption
262 if (plcommands[i].flag & 2)
263 goto next_packet;
264
265 return;
266 }
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 + 2);
274 ns->skip_packet (pkt_len);
275 next_packet:
276 ;
277 }
278}
279
280
281/*****************************************************************************
282 *
283 * Low level socket looping - select calls and watchdog udp packet
284 * sending.
285 *
286 ******************************************************************************/
287
288#ifdef WATCHDOG
289
290/**
291 * Tell watchdog that we are still alive
292 *
293 * I put the function here since we should hopefully already be getting
294 * all the needed include files for socket support
295 */
296
297void
298watchdog (void)
299{
300 static int fd = -1;
301 static struct sockaddr_in insock;
302
303 if (fd == -1)
304 { 265 }
305 struct protoent *protoent;
306 266
307 if ((protoent = getprotobyname ("udp")) == NULL || (fd = socket (PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1) 267 rate_avail -= outputbuffer_len ();
308 {
309 return;
310 }
311 insock.sin_family = AF_INET;
312 insock.sin_port = htons ((unsigned short) 13325);
313 insock.sin_addr.s_addr = inet_addr ("127.0.0.1");
314 }
315 sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock));
316} 268}
317#endif
318 269
319void 270void
320flush_sockets (void) 271client::flush_sockets ()
321{ 272{
322 player *pl;
323
324 for (pl = first_player; pl != NULL; pl = pl->next)
325 if (pl->socket->status != Ns_Dead)
326 Socket_Flush (pl->socket);
327}
328
329/**
330 * This checks the sockets for input, does the right thing.
331 *
332 * A bit of this code is grabbed out of socket.c
333 * There are 2 lists we need to look through - init_sockets is a list
334 *
335 */
336void
337doeric_server (void)
338{
339 int i, pollret;
340 fd_set tmp_read, tmp_write;
341 struct sockaddr_in addr;
342 socklen_t addrlen = sizeof (struct sockaddr);
343 player *pl, *next;
344 int maxfd = 0;
345
346#ifdef CS_LOGSTATS
347 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
348 write_cs_stats ();
349#endif
350
351 /* Go through the players. Let the loop set the next pl value,
352 * since we may remove some
353 */
354 //TODO: must be handled cleanly elsewhere
355 for (pl = first_player; pl; )
356 {
357 player *npl = pl->next;
358
359 //TODO: must be handled cleanly elsewhere
360 if (pl->socket->status == Ns_Dead)
361 {
362 save_player (pl->ob, 0);
363
364 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
365 {
366 terminate_all_pets (pl->ob);
367 pl->ob->remove ();
368 }
369
370 leave (pl, 1);
371 final_free_player (pl);
372 }
373
374 pl = npl;
375 }
376
377 FD_ZERO (&tmp_read);
378 FD_ZERO (&tmp_write);
379
380 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); )
381 {
382 client_socket *s = *i;
383
384 if (s->status == Ns_Dead)
385 {
386 client_sockets.erase (i);
387 delete s;
388 }
389 else
390 {
391 if (s->fd > maxfd) maxfd = s->fd;
392
393 FD_SET (s->fd, &tmp_read);
394
395 if (s->outputbuffer.len)
396 FD_SET (s->fd, &tmp_write);
397
398 ++i;
399 }
400 }
401
402 struct timeval timeout;
403
404 timeout.tv_sec = 0;
405 timeout.tv_usec = 0;
406
407 pollret = select (maxfd + 1,
408 &tmp_read, &tmp_write, 0,
409 &timeout);
410
411 if (pollret == -1)
412 {
413 LOG (llevError, "select failed: %s\n", strerror (errno));
414 return;
415 }
416
417 /* We need to do some of the processing below regardless */
418
419 /* Check for any input on the sockets */
420 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) 273 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
421 { 274 (*i)->flush ();
422 client_socket *s = *i; 275}
423 player *pl = s->pl;
424 276
425 //TODO: writing should be independent of tick 277void
426 if (FD_ISSET (s->fd, &tmp_write)) 278client::clock ()
427 { 279{
428 s->can_write = 1; 280 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
429 write_socket_buffer (s); 281 (*i)->tick ();
430 }
431 282
432 //TODO: disassociate handleclient from socket readin 283 // give them all the same chances
433 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read)) 284 flush_sockets ();
434 HandleClient (s, pl);
435 285
436 //TODO: should not be done here, either 286 //TODO: should not be done here, either
437 if (s->status != Ns_Dead && pl) 287 for (unsigned i = 0; i < clients.size (); ++i)
438 { 288 clients[i]->refcnt_chk ();
439 /* Update the players stats once per tick. More efficient than
440 * sending them whenever they change, and probably just as useful
441 */
442 esrv_update_stats (pl);
443 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
444 {
445 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
446 if (pl->last_weight != WEIGHT (pl->ob))
447 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
448 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
449 }
450
451 /* draw_client_map does sanity checking that map is
452 * valid, so don't do it here.
453 */
454 draw_client_map (pl->ob);
455 if (s->update_look)
456 esrv_draw_look (pl->ob);
457 }
458 }
459} 289}
460 290

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