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Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.16 by root, Thu Dec 14 22:45:41 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
44#include <netdb.h> 41#include <netdb.h>
45 42
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#define BG_SCRUB_RATE 4 // how often to send a face in the background
50#include <newserver.h>
51 47
52/***************************************************************************** 48#define MAX_QUEUE_DEPTH 50
53 * Start of command dispatch area. 49#define MAX_QUEUE_BACKLOG 3.
54 * The commands here are protocol commands.
55 ****************************************************************************/
56 50
57/* Either keep this near the start or end of the file so it is
58 * at least reasonablye easy to find.
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
65typedef void (*func_uint8_int_ns) (char *, int, client_socket *);
66
67struct NsCmdMapping
68{
69 const char *cmdname;
70 func_uint8_int_ns cmdproc;
71 uint8 flag;
72};
73
74typedef void (*func_uint8_int_pl) (char *, int, player *);
75struct PlCmdMapping
76{
77 const char *cmdname;
78 func_uint8_int_pl cmdproc;
79 uint8 flag;
80};
81
82/**
83 * Dispatch table for the server.
84 *
85 * CmdMapping is the dispatch table for the server, used in HandleClient,
86 * which gets called when the client has input. All commands called here
87 * use the same parameter form (char* data, int len, int clientnum.
88 * We do implicit casts, because the data that is being passed is
89 * unsigned (pretty much needs to be for binary data), however, most
90 * of these treat it only as strings, so it makes things easier
91 * to cast it here instead of a bunch of times in the function itself.
92 * flag is 1 if the player must be in the playing state to issue the
93 * command, 0 if they can issue it at any time.
94 */
95static struct PlCmdMapping plcommands[] = {
96 {"examine", ExamineCmd, 1},
97 {"apply", ApplyCmd, 1},
98 {"move", MoveCmd, 1},
99 {"reply", ReplyCmd, 0},
100 {"command", PlayerCmd, 1},
101 {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
102 {"lookat", LookAt, 1},
103 {"lock", (func_uint8_int_pl) LockItem, 1},
104 {"mark", (func_uint8_int_pl) MarkItem, 1},
105 {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
106 {"mapinfo", MapInfoCmd, 2}, /* CF+ */
107 {"ext", ExtCmd, 2}, /* CF+ */
108 { 0 } /* terminator */
109};
110
111/** Face-related commands */
112static struct NsCmdMapping nscommands[] = {
113 {"addme", AddMeCmd, 2},
114 {"askface", SendFaceCmd}, /* Added: phil */
115 {"requestinfo", RequestInfo},
116 {"setfacemode", SetFaceMode, 2},
117 {"setsound", SetSound, 2},
118 {"setup", SetUp, 2},
119 {"version", VersionCmd, 2},
120 {"toggleextendedinfos", ToggleExtendedInfos, 2}, /*Added: tchize */
121 {"toggleextendedtext", ToggleExtendedText, 2}, /*Added: tchize */
122 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
123 { 0 } /* terminator (I, II & III) */
124};
125
126/**
127 * RequestInfo is sort of a meta command. There is some specific
128 * request of information, but we call other functions to provide
129 * that information.
130 */
131void 51void
132RequestInfo (char *buf, int len, client_socket * ns) 52client::reset_state ()
133{ 53{
134 char *params = NULL, *cp; 54 if (!pl)
55 return;
135 56
136 /* No match */ 57 pl->run_on = 0;
137 char bigbuf[MAX_BUF]; 58 pl->fire_on = 0;
138 int slen; 59}
139 60
140 /* Set up replyinfo before we modify any of the buffers - this is used 61void
141 * if we don't find a match. 62client::queue_command (packet_type *handler, char *data, int datalen)
142 */ 63{
143 strcpy (bigbuf, "replyinfo "); 64 tstamp stamp = NOW;
144 slen = strlen (bigbuf);
145 safe_strcat (bigbuf, buf, &slen, MAX_BUF);
146 65
147 /* find the first space, make it null, and update the 66 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
148 * params pointer.
149 */
150 for (cp = buf; *cp != '\0'; cp++)
151 if (*cp == ' ')
152 { 67 {
153 *cp = '\0'; 68 reset_state ();
154 params = cp + 1; 69 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
155 break;
156 } 70 }
157
158 if (!strcmp (buf, "image_info"))
159 send_image_info (ns, params);
160 else if (!strcmp (buf, "image_sums"))
161 send_image_sums (ns, params);
162 else if (!strcmp (buf, "skill_info"))
163 send_skill_info (ns, params);
164 else if (!strcmp (buf, "spell_paths"))
165 send_spell_paths (ns, params);
166 else 71 else
167 ns->send_packet (bigbuf, len); 72 {
168} 73 cmd_queue.resize (cmd_queue.size () + 1);
169 74 command &cmd = cmd_queue.back ();
170/** 75 cmd.stamp = stamp;
171 * Handle client input. 76 cmd.handler = handler;
172 * 77 cmd.data = salloc<char> (datalen + 1, data);
173 * HandleClient is actually not named really well - we only get here once 78 cmd.datalen = datalen;
174 * there is input, so we don't do exception or other stuff here.
175 * sock is the output socket information. pl is the player associated
176 * with this socket, null if no player (one of the init_sockets for just
177 * starting a connection)
178 */
179
180void
181HandleClient (client_socket *ns, player *pl)
182{
183 /* Loop through this - maybe we have several complete packets here. */
184 // limit to a few commands only, though, as to not monopolise the server
185 for (int repeat = 16; repeat--;)
186 { 79 }
187 /* If it is a player, and they don't have any speed left, we 80}
188 * return, and will read in the data when they do have time.
189 */
190 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
191 return;
192 81
193 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 ();
194 90
195 if (pkt_len < 0) 91 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
196 { 92 {
197 LOG (llevError, "read error on player %s\n", &pl->ob->name); 93 reset_state (); // the command might actually reset some movement state etc.
198 /* Caller will take care of cleaning this up */
199 ns->status = Ns_Dead;
200 return;
201 }
202 else if (pkt_len == 0)
203 /* Still dont have a full packet */
204 return;
205 94
206 /* First, break out beginning word. There are at least 95 if (pl)
207 * a few commands that do not have any paremeters. If 96 pl->failmsg (
208 * we get such a command, don't worry about trying 97 "Cannot keep up with your commands, ignoring them! "
209 * to break it up. 98 "H<Your character cannot keep up with the instructions you give G<him|her>. "
210 */ 99 "Try issuing commands slower, or, if G<he|she> is incapacitated (paralyzed and so on), "
211 int datalen; 100 "wait till your character can act again.\n\nIf G<he|she> is permanently stuck, then "
212 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).>"
213 102 );
214 if (data)
215 {
216 *data++ = 0;
217 datalen = pkt_len - (data - (char *)ns->inbuf);
218 } 103 }
219 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))
220 { 172 {
221 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)");
222 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 ();
223 } 179 }
180 }
181#endif
224 182
225 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;
226 185
227 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 (;;)
228 { 221 {
229 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))
230 { 230 {
231 nscommands[i].cmdproc (data, datalen, ns); 231 // estimate the packet header overhead "ix " + idx + (new)ofs
232 ns->skip_packet (pkt_len); 232 int pktlen = 3 + ber32::encoded_size (ix.idx) + ber32::encoded_size (ix.ofs);
233 //D// not doing this causes random memory corruption 233 int chunk = min (avail - packet::hdrlen, MAXSOCKBUF) - pktlen;
234 if (nscommands[i].flag & 2) 234
235 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)
236 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;
237 } 263 }
238 } 264 }
239
240 /* Player must be in the playing state or the flag on the
241 * the command must be zero for the user to use the command -
242 * otherwise, a player cam save, be in the play_again state, and
243 * the map they were on gets swapped out, yet things that try to look
244 * at the map causes a crash. If the command is valid, but
245 * one they can't use, we still swallow it up.
246 */
247 if (pl)
248 for (int i = 0; plcommands[i].cmdname; i++)
249 {
250 if (!strcmp ((char *)ns->inbuf + 2, plcommands[i].cmdname))
251 {
252 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
253 plcommands[i].cmdproc ((char *) data, datalen, pl);
254
255 ns->skip_packet (pkt_len);
256 //D// not doing this causes random memory corruption
257 if (plcommands[i].flag & 2)
258 goto next_packet;
259
260 return;
261 }
262 }
263
264 /* If we get here, we didn't find a valid command. Logging
265 * this might be questionable, because a broken client/malicious
266 * user could certainly send a whole bunch of invalid commands.
267 */
268 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf + 2);
269 ns->skip_packet (pkt_len);
270 next_packet:
271 ;
272 } 265 }
273}
274 266
267 rate_avail -= outputbuffer_len ();
268}
269
275void 270void
276flush_sockets (void) 271client::flush_sockets ()
277{ 272{
278 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) 273 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
279 if ((*i)->status != Ns_Dead)
280 (*i)->flush (); 274 (*i)->flush ();
281} 275}
282 276
283/**
284 * This checks the sockets for input, does the right thing.
285 *
286 * A bit of this code is grabbed out of socket.c
287 * There are 2 lists we need to look through - init_sockets is a list
288 *
289 */
290void 277void
291doeric_server (void) 278client::clock ()
292{ 279{
293 int i, pollret;
294 fd_set tmp_read;
295 struct sockaddr_in addr;
296 socklen_t addrlen = sizeof (struct sockaddr);
297 player *pl, *next;
298 int maxfd = 0;
299
300#ifdef CS_LOGSTATS
301 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
302 write_cs_stats ();
303#endif
304
305 /* Go through the players. Let the loop set the next pl value,
306 * since we may remove some
307 */
308 //TODO: must be handled cleanly elsewhere
309 for (pl = first_player; pl; )
310 {
311 player *npl = pl->next;
312
313 //TODO: must be handled cleanly elsewhere
314 if (pl->socket->status == Ns_Dead)
315 {
316 save_player (pl->ob, 0);
317
318 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
319 {
320 terminate_all_pets (pl->ob);
321 pl->ob->remove ();
322 }
323
324 leave (pl, 1);
325 final_free_player (pl);
326 }
327
328 pl = npl;
329 }
330
331 FD_ZERO (&tmp_read);
332
333 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); )
334 {
335 client_socket *s = *i;
336
337 if (s->status == Ns_Dead)
338 {
339 client_sockets.erase (i);
340 delete s;
341 }
342 else
343 {
344 if (s->fd > maxfd) maxfd = s->fd;
345
346 FD_SET (s->fd, &tmp_read);
347
348 ++i;
349 }
350 }
351
352 struct timeval timeout;
353
354 timeout.tv_sec = 0;
355 timeout.tv_usec = 0;
356
357 pollret = select (maxfd + 1,
358 &tmp_read, 0, 0,
359 &timeout);
360
361 if (pollret == -1)
362 {
363 LOG (llevError, "select failed: %s\n", strerror (errno));
364 return;
365 }
366
367 /* We need to do some of the processing below regardless */
368
369 /* Check for any input on the sockets */
370 for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) 280 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
371 { 281 (*i)->tick ();
372 client_socket *s = *i;
373 player *pl = s->pl;
374 282
375 //TODO: disassociate handleclient from socket readin 283 // give them all the same chances
376 if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read)) 284 flush_sockets ();
377 HandleClient (s, pl);
378 285
379 //TODO: should not be done here, either 286 //TODO: should not be done here, either
380 if (s->status != Ns_Dead && pl) 287 for (unsigned i = 0; i < clients.size (); ++i)
381 { 288 clients[i]->refcnt_chk ();
382 /* Update the players stats once per tick. More efficient than
383 * sending them whenever they change, and probably just as useful
384 */
385 esrv_update_stats (pl);
386 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
387 {
388 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
389 if (pl->last_weight != WEIGHT (pl->ob))
390 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
391 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
392 }
393
394 /* draw_client_map does sanity checking that map is
395 * valid, so don't do it here.
396 */
397 draw_client_map (pl->ob);
398 if (s->update_look)
399 esrv_draw_look (pl->ob);
400 }
401 }
402} 289}
403 290

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