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/cvs/deliantra/server/socket/loop.C
Revision: 1.20
Committed: Sat Dec 16 03:08:26 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.19: +39 -182 lines
Log Message:
- socket i/o is completely asynchronous now
- some command sare handled immediately
- others (most palying related commands) are queued
  for later (as of now synchronous) processing
- specifying a max queue length (in seconds) is possible, but disabled
- also add some syntax sugar for network code

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 #include <unistd.h>
47 #include <arpa/inet.h>
48
49 #include <loader.h>
50
51 #define MAX_QUEUE_DEPTH 500 //TODO
52
53 //TODO: cannot use this, as it might ignore vital commands such as fire_stop
54 #define MAX_QUEUE_BACKLOG 1e99 //TODO
55
56 void
57 client::queue_command (packet_type *handler, char *data, int datalen)
58 {
59 tstamp stamp = now ();
60
61 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
62 //TODO: just disconnect here?
63 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
64 else if (!cmd_queue.empty () && cmd_queue.front ().stamp + MAX_QUEUE_BACKLOG < stamp)
65 //TODO: do fire_stop and other things that might be necessary
66 send_packet_printf ("drawinfo %d too many commands in queue, ignoring.", NDI_RED);
67 else
68 cmd_queue.push_back (command (
69 stamp, handler, (char *)salloc (datalen, data), datalen
70 ));
71 }
72
73 bool
74 client::handle_command ()
75 {
76 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
77 return false;
78
79 if (cmd_queue.empty ())
80 return false;
81
82 command &cmd = cmd_queue.front ();
83
84 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
85 //TODO: do fire_stop and other things that might be necessary
86 send_packet_printf ("drawinfo %d ignoring delayed command.", NDI_RED);
87 else
88 execute (cmd.handler, cmd.data, cmd.datalen);
89
90 sfree (cmd.data, cmd.datalen);
91 cmd_queue.pop_front ();
92
93 return true;
94 }
95
96 void
97 flush_sockets (void)
98 {
99 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
100 if ((*i)->status != Ns_Dead)
101 (*i)->flush ();
102 }
103
104 /**
105 * This checks the sockets for input, does the right thing.
106 *
107 * A bit of this code is grabbed out of socket.c
108 * There are 2 lists we need to look through - init_sockets is a list
109 *
110 */
111 void
112 doeric_server (void)
113 {
114 #ifdef CS_LOGSTATS
115 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
116 write_cs_stats ();
117 #endif
118
119 /* Go through the players. Let the loop set the next pl value,
120 * since we may remove some
121 */
122 //TODO: must be handled cleanly elsewhere
123 for (player *pl = first_player; pl; )
124 {
125 player *npl = pl->next;
126
127 //TODO: must be handled cleanly elsewhere
128 if (!pl->socket || pl->socket->status == Ns_Dead)
129 {
130 save_player (pl->ob, 0);
131
132 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
133 {
134 terminate_all_pets (pl->ob);
135 pl->ob->remove ();
136 }
137
138 leave (pl, 1);
139 final_free_player (pl);
140 }
141
142 pl = npl;
143 }
144
145 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
146 {
147 client *s = *i;
148
149 if (s->status == Ns_Dead)
150 {
151 clients.erase (i);
152 delete s;
153 }
154 else
155 ++i;
156 }
157
158 /* We need to do some of the processing below regardless */
159
160 /* Check for any input on the sockets */
161 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
162 {
163 client *s = *i;
164 player *pl = s->pl;
165
166 s->handle_packet ();
167 s->handle_command ();
168
169 //TODO: should not be done here, either
170 if (s->status != Ns_Dead && pl)
171 {
172 /* Update the players stats once per tick. More efficient than
173 * sending them whenever they change, and probably just as useful
174 */
175 esrv_update_stats (pl);
176
177 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
178 {
179 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
180 if (pl->last_weight != WEIGHT (pl->ob))
181 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
182 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
183 }
184
185 draw_client_map (pl->ob);
186
187 if (s->update_look)
188 esrv_draw_look (pl->ob);
189 }
190 }
191 }
192