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/cvs/deliantra/server/socket/loop.C
Revision: 1.10
Committed: Wed Dec 13 02:55:51 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +46 -65 lines
Log Message:
- medium decruftification
- medium cleanups
- make settings accessible to perl using cf::settings->mutator
  (completely untested)

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
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
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /**
25 * \file
26 * Main client/server loops.
27 *
28 * \date 2003-12-02
29 *
30 * loop.c mainly deals with initialization and higher level socket
31 * maintenance (checking for lost connections and if data has arrived.)
32 * The reading of data is handled in ericserver.c
33 */
34
35
36 #include <global.h>
37 #include <sproto.h>
38 #include <sockproto.h>
39
40 #include <sys/types.h>
41 #include <sys/time.h>
42 #include <sys/socket.h>
43 #include <netinet/in.h>
44 #include <netdb.h>
45
46 #ifdef HAVE_UNISTD_H
47 # include <unistd.h>
48 #endif
49
50 #ifdef HAVE_ARPA_INET_H
51 # include <arpa/inet.h>
52 #endif
53
54 #include <loader.h>
55 #include <newserver.h>
56
57 /*****************************************************************************
58 * Start of command dispatch area.
59 * The commands here are protocol commands.
60 ****************************************************************************/
61
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
70 typedef void (*func_uint8_int_ns) (char *, int, NewSocket *);
71
72 struct NsCmdMapping
73 {
74 const char *cmdname;
75 func_uint8_int_ns cmdproc;
76 };
77
78 typedef void (*func_uint8_int_pl) (char *, int, player *);
79 struct PlCmdMapping
80 {
81 const char *cmdname;
82 func_uint8_int_pl cmdproc;
83 uint8 flag;
84 };
85
86 /**
87 * Dispatch table for the server.
88 *
89 * CmdMapping is the dispatch table for the server, used in HandleClient,
90 * which gets called when the client has input. All commands called here
91 * use the same parameter form (char* data, int len, int clientnum.
92 * We do implicit casts, because the data that is being passed is
93 * unsigned (pretty much needs to be for binary data), however, most
94 * of these treat it only as strings, so it makes things easier
95 * to cast it here instead of a bunch of times in the function itself.
96 * flag is 1 if the player must be in the playing state to issue the
97 * command, 0 if they can issue it at any time.
98 */
99 static struct PlCmdMapping plcommands[] = {
100 {"examine", ExamineCmd, 1},
101 {"apply", ApplyCmd, 1},
102 {"move", MoveCmd, 1},
103 {"reply", ReplyCmd, 0},
104 {"command", PlayerCmd, 1},
105 {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1},
106 {"lookat", LookAt, 1},
107 {"lock", (func_uint8_int_pl) LockItem, 1},
108 {"mark", (func_uint8_int_pl) MarkItem, 1},
109 {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */
110 {"mapinfo", MapInfoCmd, 2}, /* CF+ */
111 {"ext", ExtCmd, 2}, /* CF+ */
112 {NULL, NULL, 0} /* terminator */
113 };
114
115 /** Face-related commands */
116 static struct NsCmdMapping nscommands[] = {
117 {"addme", AddMeCmd},
118 {"askface", SendFaceCmd}, /* Added: phil */
119 {"requestinfo", RequestInfo},
120 {"setfacemode", SetFaceMode},
121 {"setsound", SetSound},
122 {"setup", SetUp},
123 {"version", VersionCmd},
124 {"toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize */
125 {"toggleextendedtext", ToggleExtendedText}, /*Added: tchize */
126 {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */
127 {NULL, NULL} /* terminator (I, II & III) */
128 };
129
130 /**
131 * RequestInfo is sort of a meta command. There is some specific
132 * request of information, but we call other functions to provide
133 * that information.
134 */
135 void
136 RequestInfo (char *buf, int len, NewSocket * ns)
137 {
138 char *params = NULL, *cp;
139
140 /* No match */
141 char bigbuf[MAX_BUF];
142 int slen;
143
144 /* Set up replyinfo before we modify any of the buffers - this is used
145 * if we don't find a match.
146 */
147 strcpy (bigbuf, "replyinfo ");
148 slen = strlen (bigbuf);
149 safe_strcat (bigbuf, buf, &slen, MAX_BUF);
150
151 /* find the first space, make it null, and update the
152 * params pointer.
153 */
154 for (cp = buf; *cp != '\0'; cp++)
155 if (*cp == ' ')
156 {
157 *cp = '\0';
158 params = cp + 1;
159 break;
160 }
161
162 if (!strcmp (buf, "image_info"))
163 send_image_info (ns, params);
164 else if (!strcmp (buf, "image_sums"))
165 send_image_sums (ns, params);
166 else if (!strcmp (buf, "skill_info"))
167 send_skill_info (ns, params);
168 else if (!strcmp (buf, "spell_paths"))
169 send_spell_paths (ns, params);
170 else
171 Write_String_To_Socket (ns, bigbuf, len);
172 }
173
174 /**
175 * Handle client input.
176 *
177 * HandleClient is actually not named really well - we only get here once
178 * there is input, so we don't do exception or other stuff here.
179 * sock is the output socket information. pl is the player associated
180 * with this socket, null if no player (one of the init_sockets for just
181 * starting a connection)
182 */
183
184 void
185 HandleClient (NewSocket * ns, player *pl)
186 {
187 int len = 0, i, cnt;
188 char *data;
189
190 /* Loop through this - maybe we have several complete packets here. */
191 // limit to a few commands only, though, as to not monopolise the server
192 for (cnt = 16; cnt--;)
193 {
194 /* If it is a player, and they don't have any speed left, we
195 * return, and will read in the data when they do have time.
196 */
197 if (pl && pl->state == ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0)
198 {
199 return;
200 }
201
202 i = SockList_ReadPacket (ns->fd, &ns->inbuf, MAXSOCKBUF - 1);
203
204 if (i < 0)
205 {
206 #ifdef ESRV_DEBUG
207 LOG (llevDebug, "HandleClient: Read error on connection player %s\n", (pl ? pl->ob->name : "None"));
208 #endif
209 /* Caller will take care of cleaning this up */
210 ns->status = Ns_Dead;
211 return;
212 }
213 /* Still dont have a full packet */
214 if (i == 0)
215 return;
216
217 // //D//TODO//temporarily log long commands
218 // if (ns->inbuf.len >= 40 && pl && pl->ob)
219 // LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2);
220
221 /* First, break out beginning word. There are at least
222 * a few commands that do not have any paremeters. If
223 * we get such a command, don't worry about trying
224 * to break it up.
225 */
226 data = (char *) strchr ((char *) ns->inbuf.buf + 2, ' ');
227 if (data)
228 {
229 *data = '\0';
230 data++;
231 len = ns->inbuf.len - (data - (char *) ns->inbuf.buf);
232 }
233 else
234 len = 0;
235
236 ns->inbuf.buf[ns->inbuf.len] = '\0'; /* Terminate buffer - useful for string data */
237 for (i = 0; nscommands[i].cmdname != NULL; i++)
238 {
239 if (strcmp ((char *) ns->inbuf.buf + 2, nscommands[i].cmdname) == 0)
240 {
241 nscommands[i].cmdproc ((char *) data, len, ns);
242 ns->inbuf.len = 0;
243 return; //D// not doing this causes random memory corruption
244 goto next_packet;
245 }
246 }
247 /* Player must be in the playing state or the flag on the
248 * the command must be zero for the user to use the command -
249 * otherwise, a player cam save, be in the play_again state, and
250 * the map they were on gets swapped out, yet things that try to look
251 * at the map causes a crash. If the command is valid, but
252 * one they can't use, we still swallow it up.
253 */
254 if (pl)
255 for (i = 0; plcommands[i].cmdname != NULL; i++)
256 {
257 if (strcmp ((char *) ns->inbuf.buf + 2, plcommands[i].cmdname) == 0)
258 {
259 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
260 plcommands[i].cmdproc ((char *) data, len, pl);
261 ns->inbuf.len = 0;
262 //D// not doing this causes random memory corruption
263 if (plcommands[i].flag & 2)
264 goto next_packet;
265 return;
266 }
267 }
268 /* If we get here, we didn't find a valid command. Logging
269 * this might be questionable, because a broken client/malicious
270 * user could certainly send a whole bunch of invalid commands.
271 */
272 LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf.buf + 2);
273 next_packet:
274 ;
275 }
276 }
277
278
279 /*****************************************************************************
280 *
281 * Low level socket looping - select calls and watchdog udp packet
282 * sending.
283 *
284 ******************************************************************************/
285
286 #ifdef WATCHDOG
287
288 /**
289 * Tell watchdog that we are still alive
290 *
291 * I put the function here since we should hopefully already be getting
292 * all the needed include files for socket support
293 */
294
295 void
296 watchdog (void)
297 {
298 static int fd = -1;
299 static struct sockaddr_in insock;
300
301 if (fd == -1)
302 {
303 struct protoent *protoent;
304
305 if ((protoent = getprotobyname ("udp")) == NULL || (fd = socket (PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1)
306 {
307 return;
308 }
309 insock.sin_family = AF_INET;
310 insock.sin_port = htons ((unsigned short) 13325);
311 insock.sin_addr.s_addr = inet_addr ("127.0.0.1");
312 }
313 sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock));
314 }
315 #endif
316
317 void
318 flush_sockets (void)
319 {
320 player *pl;
321
322 for (pl = first_player; pl != NULL; pl = pl->next)
323 if (pl->socket.status != Ns_Dead)
324 Socket_Flush (&pl->socket);
325 }
326
327 /**
328 * This checks the sockets for input, does the right thing.
329 *
330 * A bit of this code is grabbed out of socket.c
331 * There are 2 lists we need to look through - init_sockets is a list
332 *
333 */
334 void
335 doeric_server (void)
336 {
337 int i, pollret;
338 fd_set tmp_read, tmp_write;
339 struct sockaddr_in addr;
340 socklen_t addrlen = sizeof (struct sockaddr);
341 player *pl, *next;
342
343 #ifdef CS_LOGSTATS
344 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
345 write_cs_stats ();
346 #endif
347
348 FD_ZERO (&tmp_read);
349 FD_ZERO (&tmp_write);
350
351 for (i = 0; i < socket_info.allocated_sockets; i++)
352 {
353 if (init_sockets[i].status == Ns_Dead)
354 {
355 free_newsocket (&init_sockets[i]);
356 init_sockets[i].status = Ns_Avail;
357 socket_info.nconns--;
358 }
359 else if (init_sockets[i].status != Ns_Avail)
360 {
361 FD_SET (init_sockets[i].fd, &tmp_read);
362 FD_SET (init_sockets[i].fd, &tmp_write);
363 }
364 }
365
366 /* Go through the players. Let the loop set the next pl value,
367 * since we may remove some
368 */
369 for (pl = first_player; pl != NULL;)
370 {
371 if (pl->socket.status == Ns_Dead)
372 {
373 player *npl = pl->next;
374
375 save_player (pl->ob, 0);
376
377 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
378 {
379 terminate_all_pets (pl->ob);
380 pl->ob->remove ();
381 }
382
383 leave (pl, 1);
384 final_free_player (pl);
385 pl = npl;
386 }
387 else
388 {
389 FD_SET ((uint32) pl->socket.fd, &tmp_read);
390 FD_SET ((uint32) pl->socket.fd, &tmp_write);
391 pl = pl->next;
392 }
393 }
394
395 /* Reset timeout each time, since some OS's will change the values on
396 * the return from select.
397 */
398 socket_info.timeout.tv_sec = 0;
399 socket_info.timeout.tv_usec = 0;
400
401 pollret = select (socket_info.max_filedescriptor,
402 &tmp_read, &tmp_write, 0,
403 &socket_info.timeout);
404
405 if (pollret == -1)
406 {
407 LOG (llevError, "select failed: %s\n", strerror (errno));
408 return;
409 }
410
411 /* We need to do some of the processing below regardless */
412
413 /* if (!pollret) return;*/
414
415 /* Following adds a new connection */
416 if (pollret && FD_ISSET (init_sockets[0].fd, &tmp_read))
417 {
418 int newsocknum = 0;
419
420 #ifdef ESRV_DEBUG
421 LOG (llevDebug, "doeric_server: New Connection\n");
422 #endif
423 /* If this is the case, all sockets currently in used */
424 if (socket_info.allocated_sockets <= socket_info.nconns)
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 }
437 else
438 {
439 int j;
440
441 for (j = 1; j < socket_info.allocated_sockets; j++)
442 if (init_sockets[j].status == Ns_Avail)
443 {
444 newsocknum = j;
445 break;
446 }
447 }
448
449 init_sockets[newsocknum].fd = accept (init_sockets[0].fd, (struct sockaddr *) &addr, &addrlen);
450
451 if (init_sockets[newsocknum].fd == -1)
452 LOG (llevError, "accept failed: %s\n", strerror (errno));
453 else
454 {
455 char buf[MAX_BUF];
456 long ip;
457 NewSocket *ns;
458
459 ns = &init_sockets[newsocknum];
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 {
466 LOG (llevInfo, "Banned host tried to connect: [%s]\n", buf);
467 close (init_sockets[newsocknum].fd);
468 init_sockets[newsocknum].fd = -1;
469 }
470 else
471 {
472 InitConnection (ns, buf);
473 socket_info.nconns++;
474 }
475 }
476 }
477
478 /* Check for any 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
485 if (FD_ISSET (init_sockets[i].fd, &tmp_read))
486 HandleClient (&init_sockets[i], NULL);
487
488 if (FD_ISSET (init_sockets[i].fd, &tmp_write))
489 init_sockets[i].can_write = 1;
490 }
491
492 /* This does roughly the same thing, but for the players now */
493 for (pl = first_player; pl != NULL; pl = next)
494 {
495
496 next = pl->next;
497 if (pl->socket.status == Ns_Dead)
498 continue;
499
500 if (FD_ISSET (pl->socket.fd, &tmp_write))
501 {
502 if (!pl->socket.can_write)
503 {
504 #if 0
505 LOG (llevDebug, "Player %s socket now write enabled\n", pl->ob->name);
506 #endif
507 pl->socket.can_write = 1;
508 write_socket_buffer (&pl->socket);
509 }
510
511 /* if we get an error on the write_socket buffer, no reason to
512 * continue on this socket.
513 */
514 if (pl->socket.status == Ns_Dead)
515 continue;
516 }
517 else
518 pl->socket.can_write = 0;
519
520 HandleClient (&pl->socket, pl);
521 /* If the player has left the game, then the socket status
522 * will be set to this be the leave function. We don't
523 * need to call leave again, as it has already been called
524 * once.
525 */
526 if (pl->socket.status == Ns_Dead)
527 {
528 save_player (pl->ob, 0);
529
530 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
531 {
532 terminate_all_pets (pl->ob);
533 pl->ob->remove ();
534 }
535
536 leave (pl, 1);
537 final_free_player (pl);
538 }
539 else
540 {
541 /* Update the players stats once per tick. More efficient than
542 * sending them whenever they change, and probably just as useful
543 */
544 esrv_update_stats (pl);
545 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
546 {
547 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
548 if (pl->last_weight != WEIGHT (pl->ob))
549 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
550 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
551 }
552
553 /* draw_client_map does sanity checking that map is
554 * valid, so don't do it here.
555 */
556 draw_client_map (pl->ob);
557 if (pl->socket.update_look)
558 esrv_draw_look (pl->ob);
559 }
560 }
561 }
562