ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/socket/loop.C
(Generate patch)

Comparing deliantra/server/socket/loop.C (file contents):
Revision 1.7 by root, Thu Sep 14 22:34:05 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 32
35
36#include <global.h> 33#include <global.h>
37#ifndef __CEXTRACT__
38# include <sproto.h> 34#include <sproto.h>
39# include <sockproto.h> 35#include <sockproto.h>
40#endif
41 36
42#ifndef WIN32 /* ---win32 exclude unix headers */
43# include <sys/types.h> 37#include <sys/types.h>
44# include <sys/time.h> 38#include <sys/time.h>
45# include <sys/socket.h> 39#include <sys/socket.h>
46# include <netinet/in.h> 40#include <netinet/in.h>
47# include <netdb.h> 41#include <netdb.h>
48#endif /* end win32 */
49 42
50#ifdef HAVE_UNISTD_H
51# include <unistd.h> 43#include <unistd.h>
52#endif
53
54#ifdef HAVE_ARPA_INET_H
55# include <arpa/inet.h> 44#include <arpa/inet.h>
56#endif
57 45
58#include <loader.h> 46#define BG_SCRUB_RATE 4 // how often to send a face in the background
59#include <newserver.h>
60 47
61/***************************************************************************** 48#define MAX_QUEUE_DEPTH 50
62 * Start of command dispatch area. 49#define MAX_QUEUE_BACKLOG 3.
63 * The commands here are protocol commands.
64 ****************************************************************************/
65 50
66/* Either keep this near the start or end of the file so it is
67 * at least reasonablye easy to find.
68 * There are really 2 commands - those which are sent/received
69 * before player joins, and those happen after the player has joined.
70 * As such, we have function types that might be called, so
71 * we end up having 2 tables.
72 */
73
74typedef void (*func_uint8_int_ns) (char *, int, NewSocket *);
75
76struct NsCmdMapping
77{
78 const char *cmdname;
79 func_uint8_int_ns cmdproc;
80};
81
82typedef void (*func_uint8_int_pl) (char *, int, player *);
83struct PlCmdMapping
84{
85 const char *cmdname;
86 func_uint8_int_pl cmdproc;
87 uint8 flag;
88};
89
90/**
91 * Dispatch table for the server.
92 *
93 * CmdMapping is the dispatch table for the server, used in HandleClient,
94 * which gets called when the client has input. All commands called here
95 * use the same parameter form (char* data, int len, int clientnum.
96 * We do implicit casts, because the data that is being passed is
97 * unsigned (pretty much needs to be for binary data), however, most
98 * of these treat it only as strings, so it makes things easier
99 * to cast it here instead of a bunch of times in the function itself.
100 * flag is 1 if the player must be in the playing state to issue the
101 * command, 0 if they can issue it at any time.
102 */
103static struct PlCmdMapping plcommands[] = {
104 {"examine", ExamineCmd, 1},
105 {"apply", ApplyCmd, 1},
106 {"move", MoveCmd, 1},
107 {"reply", ReplyCmd, 0},
108 {"command", PlayerCmd, 1},
109 {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
110 {"lookat", LookAt, 1},
111 {"lock", (func_uint8_int_pl) LockItem, 1},
112 {"mark", (func_uint8_int_pl) MarkItem, 1},
113 {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
114 {"mapinfo", MapInfoCmd, 2}, /* CF+ */
115 {"ext", ExtCmd, 2}, /* CF+ */
116 {NULL, NULL, 0} /* terminator */
117};
118
119/** Face-related commands */
120static struct NsCmdMapping nscommands[] = {
121 {"addme", AddMeCmd},
122 {"askface", SendFaceCmd}, /* Added: phil */
123 {"requestinfo", RequestInfo},
124 {"setfacemode", SetFaceMode},
125 {"setsound", SetSound},
126 {"setup", SetUp},
127 {"version", VersionCmd},
128 {"toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize */
129 {"toggleextendedtext", ToggleExtendedText}, /*Added: tchize */
130 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
131 {NULL, NULL} /* terminator (I, II & III) */
132};
133
134/**
135 * RequestInfo is sort of a meta command. There is some specific
136 * request of information, but we call other functions to provide
137 * that information.
138 */
139void 51void
140RequestInfo (char *buf, int len, NewSocket * ns) 52client::reset_state ()
141{ 53{
142 char *params = NULL, *cp; 54 if (!pl)
55 return;
143 56
144 /* No match */ 57 pl->run_on = 0;
145 char bigbuf[MAX_BUF]; 58 pl->fire_on = 0;
146 int slen; 59}
147 60
148 /* Set up replyinfo before we modify any of the buffers - this is used 61void
149 * if we don't find a match. 62client::queue_command (packet_type *handler, char *data, int datalen)
150 */ 63{
151 strcpy (bigbuf, "replyinfo "); 64 tstamp stamp = NOW;
152 slen = strlen (bigbuf);
153 safe_strcat (bigbuf, buf, &slen, MAX_BUF);
154 65
155 /* find the first space, make it null, and update the 66 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
156 * params pointer.
157 */
158 for (cp = buf; *cp != '\0'; cp++)
159 if (*cp == ' ')
160 { 67 {
161 *cp = '\0'; 68 reset_state ();
162 params = cp + 1; 69 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
163 break;
164 } 70 }
165 if (!strcmp (buf, "image_info"))
166 send_image_info (ns, params);
167 else if (!strcmp (buf, "image_sums"))
168 send_image_sums (ns, params);
169 else if (!strcmp (buf, "skill_info"))
170 send_skill_info (ns, params);
171 else if (!strcmp (buf, "spell_paths"))
172 send_spell_paths (ns, params);
173 else 71 else
174 Write_String_To_Socket (ns, bigbuf, len); 72 {
175} 73 cmd_queue.resize (cmd_queue.size () + 1);
176 74 command &cmd = cmd_queue.back ();
177/** 75 cmd.stamp = stamp;
178 * Handle client input. 76 cmd.handler = handler;
179 * 77 cmd.data = salloc<char> (datalen + 1, data);
180 * HandleClient is actually not named really well - we only get here once 78 cmd.datalen = datalen;
181 * there is input, so we don't do exception or other stuff here.
182 * sock is the output socket information. pl is the player associated
183 * with this socket, null if no player (one of the init_sockets for just
184 * starting a connection)
185 */
186
187void
188HandleClient (NewSocket * ns, player *pl)
189{
190 int len = 0, i, cnt;
191 char *data;
192
193 /* Loop through this - maybe we have several complete packets here. */
194 // limit to a few commands only, though, as to not monopolise the server
195 for (cnt = 16; cnt--;)
196 { 79 }
197 /* If it is a player, and they don't have any speed left, we 80}
198 * return, and will read in the data when they do have time. 81
199 */ 82bool
200 if (pl && pl->state == ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) 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 ();
90
91 if (cmd.stamp + MAX_QUEUE_BACKLOG < NOW)
201 { 92 {
202 return; 93 reset_state (); // the command might actually reset some movement state etc.
203 }
204 94
205 i = SockList_ReadPacket (ns->fd, &ns->inbuf, MAXSOCKBUF - 1); 95 if (pl)
206 96 pl->failmsg (
207 if (i < 0) 97 "Cannot keep up with your commands, ignoring them! "
208 { 98 "H<Your character cannot keep up with the instructions you give G<him|her>. "
209#ifdef ESRV_DEBUG 99 "Try issuing commands slower, or, if G<he|she> is incapacitated (paralyzed and so on), "
210 LOG (llevDebug, "HandleClient: Read error on connection player %s\n", (pl ? pl->ob->name : "None")); 100 "wait till your character can act again.\n\nIf G<he|she> is permanently stuck, then "
211#endif 101 "try the B<suicide> command (or use B<chat> to ask somebody to B<invite> you out).>"
212 /* Caller will take care of cleaning this up */ 102 );
213 ns->status = Ns_Dead;
214 return;
215 }
216 /* Still dont have a full packet */
217 if (i == 0)
218 return;
219
220// //D//TODO//temporarily log long commands
221// if (ns->inbuf.len >= 40 && pl && pl->ob)
222// LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
223
224 /* First, break out beginning word. There are at least
225 * a few commands that do not have any paremeters. If
226 * we get such a command, don't worry about trying
227 * to break it up.
228 */
229 data = (char *) strchr ((char *) ns->inbuf.buf + 2, ' ');
230 if (data)
231 {
232 *data = '\0';
233 data++;
234 len = ns->inbuf.len - (data - (char *) ns->inbuf.buf);
235 } 103 }
236 else 104 else
237 len = 0; 105 execute (cmd.handler, cmd.data, cmd.datalen);
238 106
239 ns->inbuf.buf[ns->inbuf.len] = '\0'; /* Terminate buffer - useful for string data */ 107 sfree<char> (cmd.data, cmd.datalen + 1);
240 for (i = 0; nscommands[i].cmdname != NULL; i++) 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))
241 { 172 {
242 if (strcmp ((char *) ns->inbuf.buf + 2, nscommands[i].cmdname) == 0) 173 send_msg (NDI_RED | NDI_REPLY, "connection-timeout", "safety disconnect due to tcp/ip timeout (no packets received)");
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 ();
179 }
180 }
181#endif
182
183 // limit budget surplus/deficit by one mss, add per-tick budget
184 rate_avail = min (rate_avail, mss) + max_rate;
185
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 (;;)
221 {
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))
243 { 230 {
244 nscommands[i].cmdproc ((char *) data, len, ns); 231 // estimate the packet header overhead "ix " + idx + (new)ofs
245 ns->inbuf.len = 0; 232 int pktlen = 3 + ber32::encoded_size (ix.idx) + ber32::encoded_size (ix.ofs);
246 return; //D// not doing this causes random memory corruption 233 int chunk = min (avail - packet::hdrlen, MAXSOCKBUF) - pktlen;
247 goto next_packet; 234
235 // only transfer something if the amount of data transferred
236 // has a healthy relation to the header overhead
237 if (chunk < 64)
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;
248 } 263 }
249 } 264 }
250 /* Player must be in the playing state or the flag on the
251 * the command must be zero for the user to use the command -
252 * otherwise, a player cam save, be in the play_again state, and
253 * the map they were on gets swapped out, yet things that try to look
254 * at the map causes a crash. If the command is valid, but
255 * one they can't use, we still swallow it up.
256 */
257 if (pl)
258 for (i = 0; plcommands[i].cmdname != NULL; i++)
259 {
260 if (strcmp ((char *) ns->inbuf.buf + 2, plcommands[i].cmdname) == 0)
261 {
262 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
263 plcommands[i].cmdproc ((char *) data, len, pl);
264 ns->inbuf.len = 0;
265 //D// not doing this causes random memory corruption
266 if (plcommands[i].flag & 2)
267 goto next_packet;
268 return;
269 }
270 }
271 /* If we get here, we didn't find a valid command. Logging
272 * this might be questionable, because a broken client/malicious
273 * user could certainly send a whole bunch of invalid commands.
274 */
275 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf.buf + 2);
276 next_packet:
277 ;
278 }
279}
280
281
282/*****************************************************************************
283 *
284 * Low level socket looping - select calls and watchdog udp packet
285 * sending.
286 *
287 ******************************************************************************/
288
289#ifdef WATCHDOG
290
291/**
292 * Tell watchdog that we are still alive
293 *
294 * I put the function here since we should hopefully already be getting
295 * all the needed include files for socket support
296 */
297
298void
299watchdog (void)
300{
301 static int fd = -1;
302 static struct sockaddr_in insock;
303
304 if (fd == -1)
305 {
306 struct protoent *protoent;
307
308 if ((protoent = getprotobyname ("udp")) == NULL || (fd = socket (PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1)
309 {
310 return;
311 }
312 insock.sin_family = AF_INET;
313 insock.sin_port = htons ((unsigned short) 13325);
314 insock.sin_addr.s_addr = inet_addr ("127.0.0.1");
315 }
316 sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock));
317}
318#endif
319
320void
321flush_sockets (void)
322{
323 player *pl;
324
325 for (pl = first_player; pl != NULL; pl = pl->next)
326 if (pl->socket.status != Ns_Dead)
327 Socket_Flush (&pl->socket);
328}
329
330/**
331 * This checks the sockets for input and exceptions, does the right thing.
332 *
333 * A bit of this code is grabbed out of socket.c
334 * There are 2 lists we need to look through - init_sockets is a list
335 *
336 */
337void
338doeric_server (void)
339{
340 int i, pollret;
341 fd_set tmp_read, tmp_exceptions, tmp_write;
342 struct sockaddr_in addr;
343 socklen_t addrlen = sizeof (struct sockaddr);
344 player *pl, *next;
345
346#ifdef CS_LOGSTATS
347 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
348 write_cs_stats ();
349#endif
350
351 FD_ZERO (&tmp_read);
352 FD_ZERO (&tmp_write);
353 FD_ZERO (&tmp_exceptions);
354
355 for (i = 0; i < socket_info.allocated_sockets; i++)
356 {
357 if (init_sockets[i].status == Ns_Dead)
358 {
359 free_newsocket (&init_sockets[i]);
360 init_sockets[i].status = Ns_Avail;
361 socket_info.nconns--;
362 }
363 else if (init_sockets[i].status != Ns_Avail)
364 {
365 FD_SET ((uint32) init_sockets[i].fd, &tmp_read);
366 FD_SET ((uint32) init_sockets[i].fd, &tmp_write);
367 FD_SET ((uint32) init_sockets[i].fd, &tmp_exceptions);
368 }
369 }
370
371 /* Go through the players. Let the loop set the next pl value,
372 * since we may remove some
373 */
374 for (pl = first_player; pl != NULL;)
375 {
376 if (pl->socket.status == Ns_Dead)
377 {
378 player *npl = pl->next;
379
380 save_player (pl->ob, 0);
381 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
382 {
383 terminate_all_pets (pl->ob);
384 remove_ob (pl->ob);
385 }
386 leave (pl, 1);
387 final_free_player (pl);
388 pl = npl;
389 }
390 else
391 {
392 FD_SET ((uint32) pl->socket.fd, &tmp_read);
393 FD_SET ((uint32) pl->socket.fd, &tmp_write);
394 FD_SET ((uint32) pl->socket.fd, &tmp_exceptions);
395 pl = pl->next;
396 }
397 }
398
399 /* Reset timeout each time, since some OS's will change the values on
400 * the return from select.
401 */
402 socket_info.timeout.tv_sec = 0;
403 socket_info.timeout.tv_usec = 0;
404
405 pollret = select (socket_info.max_filedescriptor, &tmp_read, &tmp_write, &tmp_exceptions, &socket_info.timeout);
406
407 if (pollret == -1)
408 {
409 LOG (llevError, "select failed: %s\n", strerror (errno));
410 return;
411 }
412
413 /* We need to do some of the processing below regardless */
414
415/* if (!pollret) return;*/
416
417 /* Following adds a new connection */
418 if (pollret && FD_ISSET (init_sockets[0].fd, &tmp_read))
419 {
420 int newsocknum = 0;
421
422#ifdef ESRV_DEBUG
423 LOG (llevDebug, "doeric_server: New Connection\n");
424#endif
425 /* If this is the case, all sockets currently in used */
426 if (socket_info.allocated_sockets <= socket_info.nconns)
427 {
428 init_sockets = (NewSocket *) realloc (init_sockets, sizeof (NewSocket) * (socket_info.nconns + 1));
429 if (!init_sockets)
430 fatal (OUT_OF_MEMORY);
431 newsocknum = socket_info.allocated_sockets;
432 socket_info.allocated_sockets++;
433 init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
434 init_sockets[newsocknum].faces_sent = (uint8 *) malloc (nrofpixmaps * sizeof (*init_sockets[newsocknum].faces_sent));
435 if (!init_sockets[newsocknum].faces_sent)
436 fatal (OUT_OF_MEMORY);
437 init_sockets[newsocknum].status = Ns_Avail;
438 }
439 else
440 {
441 int j;
442
443 for (j = 1; j < socket_info.allocated_sockets; j++)
444 if (init_sockets[j].status == Ns_Avail)
445 {
446 newsocknum = j;
447 break;
448 }
449 }
450 init_sockets[newsocknum].fd = accept (init_sockets[0].fd, (struct sockaddr *) &addr, &addrlen);
451 if (init_sockets[newsocknum].fd == -1)
452 {
453 LOG (llevError, "accept failed: %s\n", strerror (errno));
454 }
455 else
456 {
457 char buf[MAX_BUF];
458 long ip;
459 NewSocket *ns;
460
461 ns = &init_sockets[newsocknum];
462
463 ip = ntohl (addr.sin_addr.s_addr);
464 sprintf (buf, "%ld.%ld.%ld.%ld", (ip >> 24) & 255, (ip >> 16) & 255, (ip >> 8) & 255, ip & 255);
465
466 if (checkbanned (NULL, buf))
467 {
468 LOG (llevInfo, "Banned host tried to connect: [%s]\n", buf);
469 close (init_sockets[newsocknum].fd);
470 init_sockets[newsocknum].fd = -1;
471 }
472 else
473 {
474 InitConnection (ns, buf);
475 socket_info.nconns++;
476 }
477 }
478 }
479
480 /* Check for any exceptions/input on the sockets */
481 if (pollret)
482 for (i = 1; i < socket_info.allocated_sockets; i++)
483 {
484 if (init_sockets[i].status == Ns_Avail)
485 continue;
486 if (FD_ISSET (init_sockets[i].fd, &tmp_exceptions))
487 {
488 free_newsocket (&init_sockets[i]);
489 init_sockets[i].status = Ns_Avail;
490 socket_info.nconns--;
491 continue;
492 }
493 if (FD_ISSET (init_sockets[i].fd, &tmp_read))
494 {
495 HandleClient (&init_sockets[i], NULL);
496 }
497 if (FD_ISSET (init_sockets[i].fd, &tmp_write))
498 {
499 init_sockets[i].can_write = 1;
500 }
501 } 265 }
502 266
503 /* This does roughly the same thing, but for the players now */ 267 rate_avail -= outputbuffer_len ();
504 for (pl = first_player; pl != NULL; pl = next)
505 {
506
507 next = pl->next;
508 if (pl->socket.status == Ns_Dead)
509 continue;
510
511 if (FD_ISSET (pl->socket.fd, &tmp_write))
512 {
513 if (!pl->socket.can_write)
514 {
515#if 0
516 LOG (llevDebug, "Player %s socket now write enabled\n", pl->ob->name);
517#endif
518 pl->socket.can_write = 1;
519 write_socket_buffer (&pl->socket);
520 }
521 /* if we get an error on the write_socket buffer, no reason to
522 * continue on this socket.
523 */
524 if (pl->socket.status == Ns_Dead)
525 continue;
526 }
527 else
528 pl->socket.can_write = 0;
529
530 if (FD_ISSET (pl->socket.fd, &tmp_exceptions))
531 {
532 save_player (pl->ob, 0);
533 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
534 {
535 terminate_all_pets (pl->ob);
536 remove_ob (pl->ob);
537 }
538 leave (pl, 1);
539 final_free_player (pl);
540 }
541 else
542 {
543 HandleClient (&pl->socket, pl);
544 /* If the player has left the game, then the socket status
545 * will be set to this be the leave function. We don't
546 * need to call leave again, as it has already been called
547 * once.
548 */
549 if (pl->socket.status == Ns_Dead)
550 {
551 save_player (pl->ob, 0);
552 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
553 {
554 terminate_all_pets (pl->ob);
555 remove_ob (pl->ob);
556 }
557 leave (pl, 1);
558 final_free_player (pl);
559 }
560 else
561 {
562
563 /* Update the players stats once per tick. More efficient than
564 * sending them whenever they change, and probably just as useful
565 */
566 esrv_update_stats (pl);
567 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
568 {
569 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
570 if (pl->last_weight != WEIGHT (pl->ob))
571 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
572 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
573 }
574 /* draw_client_map does sanity checking that map is
575 * valid, so don't do it here.
576 */
577 draw_client_map (pl->ob);
578 if (pl->socket.update_look)
579 esrv_draw_look (pl->ob);
580 }
581 }
582 }
583} 268}
269
270void
271client::flush_sockets ()
272{
273 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
274 (*i)->flush ();
275}
276
277void
278client::clock ()
279{
280 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
281 (*i)->tick ();
282
283 // give them all the same chances
284 flush_sockets ();
285
286 //TODO: should not be done here, either
287 for (unsigned i = 0; i < clients.size (); ++i)
288 clients[i]->refcnt_chk ();
289}
290

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines