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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The author can be reached via e-mail to <crossfire@schmorp.de> |
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*/ |
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|
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/** |
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* \file |
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* Main client/server loops. |
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* |
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* \date 2003-12-02 |
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* |
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* loop.c mainly deals with initialization and higher level socket |
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* maintenance (checking for lost connections and if data has arrived.) |
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* The reading of data is handled in ericserver.c |
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*/ |
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|
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|
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#include <global.h> |
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#include <sproto.h> |
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#include <sockproto.h> |
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|
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#include <sys/types.h> |
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#include <sys/time.h> |
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#include <sys/socket.h> |
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#include <netinet/in.h> |
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#include <netdb.h> |
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|
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#include <unistd.h> |
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#include <arpa/inet.h> |
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|
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#include <loader.h> |
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|
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#define MAX_QUEUE_DEPTH 500 //TODO |
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#define MAX_QUEUE_BACKLOG 5. //TODO |
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|
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void |
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client::reset_state () |
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{ |
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if (!pl) |
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return; |
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|
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pl->run_on = 0; |
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pl->fire_on = 0; |
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} |
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|
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void |
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client::queue_command (packet_type *handler, char *data, int datalen) |
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{ |
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tstamp stamp = now (); |
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|
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if (cmd_queue.size () >= MAX_QUEUE_DEPTH) |
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{ |
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//TODO: just disconnect here? |
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reset_state (); |
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send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED); |
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} |
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else if (!cmd_queue.empty () && cmd_queue.front ().stamp + MAX_QUEUE_BACKLOG < stamp) |
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{ |
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reset_state (); |
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send_packet_printf ("drawinfo %d too many commands in queue, ignoring.", NDI_RED); |
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} |
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else |
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{ |
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cmd_queue.push_back (command ()); |
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command &cmd = cmd_queue.back (); |
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cmd.stamp = stamp; |
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cmd.handler = handler; |
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cmd.data = (char *)salloc (datalen + 1, data); |
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cmd.datalen = datalen; |
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} |
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} |
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|
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bool |
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client::handle_command () |
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{ |
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if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0) |
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return false; |
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|
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if (cmd_queue.empty ()) |
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return false; |
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|
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command &cmd = cmd_queue.front (); |
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|
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if (cmd.stamp + MAX_QUEUE_BACKLOG < now ()) |
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{ |
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reset_state (); |
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send_packet_printf ("drawinfo %d ignoring delayed command.", NDI_RED); |
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} |
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else |
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execute (cmd.handler, cmd.data, cmd.datalen); |
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|
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cmd_queue.pop_front (); |
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|
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return true; |
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} |
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|
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void |
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flush_sockets (void) |
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{ |
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for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) |
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if ((*i)->status != Ns_Dead) |
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(*i)->flush (); |
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} |
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|
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/** |
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* This checks the sockets for input, does the right thing. |
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* |
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* A bit of this code is grabbed out of socket.c |
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* There are 2 lists we need to look through - init_sockets is a list |
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* |
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*/ |
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void |
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doeric_server (void) |
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{ |
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#ifdef CS_LOGSTATS |
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if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) |
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write_cs_stats (); |
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#endif |
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|
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/* Go through the players. Let the loop set the next pl value, |
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* since we may remove some |
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*/ |
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//TODO: must be handled cleanly elsewhere |
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for (player *pl = first_player; pl; ) |
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{ |
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player *npl = pl->next; |
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|
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//TODO: must be handled cleanly elsewhere |
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if (!pl->socket || pl->socket->status == Ns_Dead) |
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{ |
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save_player (pl->ob, 0); |
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|
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if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
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{ |
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terminate_all_pets (pl->ob); |
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pl->ob->remove (); |
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} |
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|
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leave (pl, 1); |
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final_free_player (pl); |
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} |
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|
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pl = npl; |
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} |
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|
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for (sockvec::iterator i = clients.begin (); i != clients.end (); ) |
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{ |
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client *s = *i; |
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|
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if (s->status == Ns_Dead) |
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{ |
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clients.erase (i); |
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delete s; |
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} |
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else |
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++i; |
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} |
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|
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/* We need to do some of the processing below regardless */ |
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|
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/* Check for any input on the sockets */ |
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for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i) |
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{ |
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client *s = *i; |
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player *pl = s->pl; |
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|
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s->handle_packet (); |
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s->handle_command (); |
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|
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//TODO: should not be done here, either |
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if (s->status != Ns_Dead && pl) |
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{ |
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/* Update the players stats once per tick. More efficient than |
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* sending them whenever they change, and probably just as useful |
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*/ |
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esrv_update_stats (pl); |
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|
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if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) |
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{ |
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esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); |
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if (pl->last_weight != WEIGHT (pl->ob)) |
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LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", |
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(unsigned long) pl->last_weight, WEIGHT (pl->ob)); |
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} |
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|
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draw_client_map (pl->ob); |
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|
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if (s->update_look) |
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esrv_draw_look (pl->ob); |
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} |
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} |
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} |
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|