ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/socket/loop.C
Revision: 1.25
Committed: Sat Dec 16 21:40:26 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.24: +1 -1 lines
Log Message:
- clean up some code
- fix some possible (minor) bugs
- use a bitset for anims_sent
- fix a memory leak
- removed dead 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 #define MAX_QUEUE_BACKLOG 5. //TODO
53
54 void
55 client::reset_state ()
56 {
57 if (!pl)
58 return;
59
60 pl->run_on = 0;
61 pl->fire_on = 0;
62 }
63
64 void
65 client::queue_command (packet_type *handler, char *data, int datalen)
66 {
67 tstamp stamp = now ();
68
69 if (cmd_queue.size () >= MAX_QUEUE_DEPTH)
70 {
71 //TODO: just disconnect here?
72 reset_state ();
73 send_packet_printf ("drawinfo %d command queue overflow, ignoring.", NDI_RED);
74 }
75 else if (!cmd_queue.empty () && cmd_queue.front ().stamp + MAX_QUEUE_BACKLOG < stamp)
76 {
77 reset_state ();
78 send_packet_printf ("drawinfo %d too many commands in queue, ignoring.", NDI_RED);
79 }
80 else
81 {
82 cmd_queue.push_back (command ());
83 command &cmd = cmd_queue.back ();
84 cmd.stamp = stamp;
85 cmd.handler = handler;
86 cmd.data = salloc<char> (datalen + 1, data);
87 cmd.datalen = datalen;
88 }
89 }
90
91 bool
92 client::handle_command ()
93 {
94 if (pl && pl->state == ST_PLAYING && pl->ob && pl->ob->speed_left < 0)
95 return false;
96
97 if (cmd_queue.empty ())
98 return false;
99
100 command &cmd = cmd_queue.front ();
101
102 if (cmd.stamp + MAX_QUEUE_BACKLOG < now ())
103 {
104 reset_state ();
105 send_packet_printf ("drawinfo %d ignoring delayed command.", NDI_RED);
106 }
107 else
108 execute (cmd.handler, cmd.data, cmd.datalen);
109
110 cmd_queue.pop_front ();
111
112 return true;
113 }
114
115 void
116 flush_sockets (void)
117 {
118 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
119 if ((*i)->status != Ns_Dead)
120 (*i)->flush ();
121 }
122
123 /**
124 * This checks the sockets for input, does the right thing.
125 *
126 * A bit of this code is grabbed out of socket.c
127 * There are 2 lists we need to look through - init_sockets is a list
128 *
129 */
130 void
131 doeric_server (void)
132 {
133 #ifdef CS_LOGSTATS
134 if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME)
135 write_cs_stats ();
136 #endif
137
138 /* Go through the players. Let the loop set the next pl value,
139 * since we may remove some
140 */
141 //TODO: must be handled cleanly elsewhere
142 for (player *pl = first_player; pl; )
143 {
144 player *npl = pl->next;
145
146 //TODO: must be handled cleanly elsewhere
147 if (!pl->socket || pl->socket->status == Ns_Dead)
148 {
149 save_player (pl->ob, 0);
150
151 if (!QUERY_FLAG (pl->ob, FLAG_REMOVED))
152 {
153 terminate_all_pets (pl->ob);
154 pl->ob->remove ();
155 }
156
157 leave (pl, 1);
158 final_free_player (pl);
159 }
160
161 pl = npl;
162 }
163
164 for (sockvec::iterator i = clients.begin (); i != clients.end (); )
165 {
166 client *s = *i;
167
168 if (s->status == Ns_Dead)
169 {
170 clients.erase (i);
171 delete s;
172 }
173 else
174 ++i;
175 }
176
177 /* We need to do some of the processing below regardless */
178
179 /* Check for any input on the sockets */
180 for (sockvec::iterator i = clients.begin (); i != clients.end (); ++i)
181 {
182 client *s = *i;
183 player *pl = s->pl;
184
185 s->handle_packet ();
186 s->handle_command ();
187
188 //TODO: should not be done here, either
189 if (s->status != Ns_Dead && pl)
190 {
191 /* Update the players stats once per tick. More efficient than
192 * sending them whenever they change, and probably just as useful
193 */
194 esrv_update_stats (pl);
195
196 if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob))
197 {
198 esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob);
199 if (pl->last_weight != WEIGHT (pl->ob))
200 LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n",
201 (unsigned long) pl->last_weight, WEIGHT (pl->ob));
202 }
203
204 draw_client_map (pl->ob);
205
206 if (s->update_look)
207 esrv_draw_look (pl->ob);
208 }
209 }
210 }
211