/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The author can be reached via e-mail to */ /** * \file * Main client/server loops. * * \date 2003-12-02 * * loop.c mainly deals with initialization and higher level socket * maintenance (checking for lost connections and if data has arrived.) * The reading of data is handled in ericserver.c */ #include #include #include #include #include #include #include #include #ifdef HAVE_UNISTD_H # include #endif #ifdef HAVE_ARPA_INET_H # include #endif #include #include /***************************************************************************** * Start of command dispatch area. * The commands here are protocol commands. ****************************************************************************/ /* Either keep this near the start or end of the file so it is * at least reasonablye easy to find. * There are really 2 commands - those which are sent/received * before player joins, and those happen after the player has joined. * As such, we have function types that might be called, so * we end up having 2 tables. */ typedef void (*func_uint8_int_ns) (char *, int, client_socket *); struct NsCmdMapping { const char *cmdname; func_uint8_int_ns cmdproc; uint8 flag; }; typedef void (*func_uint8_int_pl) (char *, int, player *); struct PlCmdMapping { const char *cmdname; func_uint8_int_pl cmdproc; uint8 flag; }; /** * Dispatch table for the server. * * CmdMapping is the dispatch table for the server, used in HandleClient, * which gets called when the client has input. All commands called here * use the same parameter form (char* data, int len, int clientnum. * We do implicit casts, because the data that is being passed is * unsigned (pretty much needs to be for binary data), however, most * of these treat it only as strings, so it makes things easier * to cast it here instead of a bunch of times in the function itself. * flag is 1 if the player must be in the playing state to issue the * command, 0 if they can issue it at any time. */ static struct PlCmdMapping plcommands[] = { {"examine", ExamineCmd, 1}, {"apply", ApplyCmd, 1}, {"move", MoveCmd, 1}, {"reply", ReplyCmd, 0}, {"command", PlayerCmd, 1}, {"ncom", (func_uint8_int_pl) NewPlayerCmd, 1}, {"lookat", LookAt, 1}, {"lock", (func_uint8_int_pl) LockItem, 1}, {"mark", (func_uint8_int_pl) MarkItem, 1}, {"mapredraw", MapRedrawCmd, 0}, /* Added: phil */ {"mapinfo", MapInfoCmd, 2}, /* CF+ */ {"ext", ExtCmd, 2}, /* CF+ */ { 0 } /* terminator */ }; /** Face-related commands */ static struct NsCmdMapping nscommands[] = { {"addme", AddMeCmd, 2}, {"askface", SendFaceCmd}, /* Added: phil */ {"requestinfo", RequestInfo}, {"setfacemode", SetFaceMode, 2}, {"setsound", SetSound, 2}, {"setup", SetUp, 2}, {"version", VersionCmd, 2}, {"toggleextendedinfos", ToggleExtendedInfos, 2}, /*Added: tchize */ {"toggleextendedtext", ToggleExtendedText, 2}, /*Added: tchize */ {"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */ { 0 } /* terminator (I, II & III) */ }; /** * RequestInfo is sort of a meta command. There is some specific * request of information, but we call other functions to provide * that information. */ void RequestInfo (char *buf, int len, client_socket * ns) { char *params = NULL, *cp; /* No match */ char bigbuf[MAX_BUF]; int slen; /* Set up replyinfo before we modify any of the buffers - this is used * if we don't find a match. */ strcpy (bigbuf, "replyinfo "); slen = strlen (bigbuf); safe_strcat (bigbuf, buf, &slen, MAX_BUF); /* find the first space, make it null, and update the * params pointer. */ for (cp = buf; *cp != '\0'; cp++) if (*cp == ' ') { *cp = '\0'; params = cp + 1; break; } if (!strcmp (buf, "image_info")) send_image_info (ns, params); else if (!strcmp (buf, "image_sums")) send_image_sums (ns, params); else if (!strcmp (buf, "skill_info")) send_skill_info (ns, params); else if (!strcmp (buf, "spell_paths")) send_spell_paths (ns, params); else ns->send_packet (bigbuf, len); } /** * Handle client input. * * HandleClient is actually not named really well - we only get here once * there is input, so we don't do exception or other stuff here. * sock is the output socket information. pl is the player associated * with this socket, null if no player (one of the init_sockets for just * starting a connection) */ void HandleClient (client_socket *ns, player *pl) { /* Loop through this - maybe we have several complete packets here. */ // limit to a few commands only, though, as to not monopolise the server for (int repeat = 16; repeat--;) { /* If it is a player, and they don't have any speed left, we * return, and will read in the data when they do have time. */ if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0) return; int pkt_len = ns->read_packet (); if (pkt_len < 0) { LOG (llevError, "read error on player %s\n", &pl->ob->name); /* Caller will take care of cleaning this up */ ns->status = Ns_Dead; return; } else if (pkt_len == 0) /* Still dont have a full packet */ return; /* First, break out beginning word. There are at least * a few commands that do not have any paremeters. If * we get such a command, don't worry about trying * to break it up. */ int datalen; char *data = strchr ((char *)ns->inbuf + 2, ' '); if (data) { *data++ = 0; datalen = pkt_len - (data - (char *)ns->inbuf); } else { data = (char *)ns->inbuf + 2; // better read garbage than segfault datalen = 0; } ns->inbuf [pkt_len] = 0; /* Terminate buffer - useful for string data */ for (int i = 0; nscommands[i].cmdname; i++) { if (!strcmp ((char *)ns->inbuf + 2, nscommands[i].cmdname)) { nscommands[i].cmdproc (data, datalen, ns); ns->skip_packet (pkt_len); //D// not doing this causes random memory corruption if (nscommands[i].flag & 2) goto next_packet; return; } } /* Player must be in the playing state or the flag on the * the command must be zero for the user to use the command - * otherwise, a player cam save, be in the play_again state, and * the map they were on gets swapped out, yet things that try to look * at the map causes a crash. If the command is valid, but * one they can't use, we still swallow it up. */ if (pl) for (int i = 0; plcommands[i].cmdname; i++) { if (!strcmp ((char *)ns->inbuf + 2, plcommands[i].cmdname)) { if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1)) plcommands[i].cmdproc ((char *) data, datalen, pl); ns->skip_packet (pkt_len); //D// not doing this causes random memory corruption if (plcommands[i].flag & 2) goto next_packet; return; } } /* If we get here, we didn't find a valid command. Logging * this might be questionable, because a broken client/malicious * user could certainly send a whole bunch of invalid commands. */ LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf + 2); ns->skip_packet (pkt_len); next_packet: ; } } void flush_sockets (void) { for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) if ((*i)->status != Ns_Dead) (*i)->flush (); } /** * This checks the sockets for input, does the right thing. * * A bit of this code is grabbed out of socket.c * There are 2 lists we need to look through - init_sockets is a list * */ void doeric_server (void) { int i, pollret; fd_set tmp_read; struct sockaddr_in addr; socklen_t addrlen = sizeof (struct sockaddr); player *pl, *next; int maxfd = 0; #ifdef CS_LOGSTATS if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) write_cs_stats (); #endif /* Go through the players. Let the loop set the next pl value, * since we may remove some */ //TODO: must be handled cleanly elsewhere for (pl = first_player; pl; ) { player *npl = pl->next; //TODO: must be handled cleanly elsewhere if (pl->socket->status == Ns_Dead) { save_player (pl->ob, 0); if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) { terminate_all_pets (pl->ob); pl->ob->remove (); } leave (pl, 1); final_free_player (pl); } pl = npl; } FD_ZERO (&tmp_read); for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ) { client_socket *s = *i; if (s->status == Ns_Dead) { client_sockets.erase (i); delete s; } else { if (s->fd > maxfd) maxfd = s->fd; FD_SET (s->fd, &tmp_read); ++i; } } struct timeval timeout; timeout.tv_sec = 0; timeout.tv_usec = 0; pollret = select (maxfd + 1, &tmp_read, 0, 0, &timeout); if (pollret == -1) { LOG (llevError, "select failed: %s\n", strerror (errno)); return; } /* We need to do some of the processing below regardless */ /* Check for any input on the sockets */ for (sockvec::iterator i = client_sockets.begin (); i != client_sockets.end (); ++i) { client_socket *s = *i; player *pl = s->pl; //TODO: disassociate handleclient from socket readin if (s->inbuf_len || FD_ISSET (s->fd, &tmp_read)) HandleClient (s, pl); //TODO: should not be done here, either if (s->status != Ns_Dead && pl) { /* Update the players stats once per tick. More efficient than * sending them whenever they change, and probably just as useful */ esrv_update_stats (pl); if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) { esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); if (pl->last_weight != WEIGHT (pl->ob)) LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", (unsigned long) pl->last_weight, WEIGHT (pl->ob)); } /* draw_client_map does sanity checking that map is * valid, so don't do it here. */ draw_client_map (pl->ob); if (s->update_look) esrv_draw_look (pl->ob); } } }