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 |
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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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*/ |
23 |
|
24 |
/** |
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* \file |
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* Main client/server loops. |
27 |
* |
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* \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 |
*/ |
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|
35 |
|
36 |
#include <global.h> |
37 |
#ifndef __CEXTRACT__ |
38 |
# include <sproto.h> |
39 |
# include <sockproto.h> |
40 |
#endif |
41 |
|
42 |
#ifndef WIN32 /* ---win32 exclude unix headers */ |
43 |
# include <sys/types.h> |
44 |
# include <sys/time.h> |
45 |
# include <sys/socket.h> |
46 |
# include <netinet/in.h> |
47 |
# include <netdb.h> |
48 |
#endif /* end win32 */ |
49 |
|
50 |
#ifdef HAVE_UNISTD_H |
51 |
# include <unistd.h> |
52 |
#endif |
53 |
|
54 |
#ifdef HAVE_ARPA_INET_H |
55 |
# include <arpa/inet.h> |
56 |
#endif |
57 |
|
58 |
#include <loader.h> |
59 |
#include <newserver.h> |
60 |
|
61 |
/***************************************************************************** |
62 |
* Start of command dispatch area. |
63 |
* The commands here are protocol commands. |
64 |
****************************************************************************/ |
65 |
|
66 |
/* Either keep this near the start or end of the file so it is |
67 |
* at least reasonablye easy to find. |
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* There are really 2 commands - those which are sent/received |
69 |
* before player joins, and those happen after the player has joined. |
70 |
* As such, we have function types that might be called, so |
71 |
* we end up having 2 tables. |
72 |
*/ |
73 |
|
74 |
typedef void (*func_uint8_int_ns) (char *, int, NewSocket *); |
75 |
|
76 |
struct NsCmdMapping |
77 |
{ |
78 |
const char *cmdname; |
79 |
func_uint8_int_ns cmdproc; |
80 |
}; |
81 |
|
82 |
typedef void (*func_uint8_int_pl) (char *, int, player *); |
83 |
struct PlCmdMapping |
84 |
{ |
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const char *cmdname; |
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func_uint8_int_pl cmdproc; |
87 |
uint8 flag; |
88 |
}; |
89 |
|
90 |
/** |
91 |
* Dispatch table for the server. |
92 |
* |
93 |
* CmdMapping is the dispatch table for the server, used in HandleClient, |
94 |
* which gets called when the client has input. All commands called here |
95 |
* use the same parameter form (char* data, int len, int clientnum. |
96 |
* We do implicit casts, because the data that is being passed is |
97 |
* unsigned (pretty much needs to be for binary data), however, most |
98 |
* of these treat it only as strings, so it makes things easier |
99 |
* to cast it here instead of a bunch of times in the function itself. |
100 |
* flag is 1 if the player must be in the playing state to issue the |
101 |
* command, 0 if they can issue it at any time. |
102 |
*/ |
103 |
static struct PlCmdMapping plcommands[] = { |
104 |
{"examine", ExamineCmd, 1}, |
105 |
{"apply", ApplyCmd, 1}, |
106 |
{"move", MoveCmd, 1}, |
107 |
{"reply", ReplyCmd, 0}, |
108 |
{"command", PlayerCmd, 1}, |
109 |
{"ncom", (func_uint8_int_pl) NewPlayerCmd, 1}, |
110 |
{"lookat", LookAt, 1}, |
111 |
{"lock", (func_uint8_int_pl) LockItem, 1}, |
112 |
{"mark", (func_uint8_int_pl) MarkItem, 1}, |
113 |
{"mapredraw", MapRedrawCmd, 0}, /* Added: phil */ |
114 |
{"mapinfo", MapInfoCmd, 2}, /* CF+ */ |
115 |
{"ext", ExtCmd, 2}, /* CF+ */ |
116 |
{NULL, NULL, 0} /* terminator */ |
117 |
}; |
118 |
|
119 |
/** Face-related commands */ |
120 |
static struct NsCmdMapping nscommands[] = { |
121 |
{"addme", AddMeCmd}, |
122 |
{"askface", SendFaceCmd}, /* Added: phil */ |
123 |
{"requestinfo", RequestInfo}, |
124 |
{"setfacemode", SetFaceMode}, |
125 |
{"setsound", SetSound}, |
126 |
{"setup", SetUp}, |
127 |
{"version", VersionCmd}, |
128 |
{"toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize */ |
129 |
{"toggleextendedtext", ToggleExtendedText}, /*Added: tchize */ |
130 |
{"asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies) */ |
131 |
{NULL, NULL} /* terminator (I, II & III) */ |
132 |
}; |
133 |
|
134 |
/** |
135 |
* RequestInfo is sort of a meta command. There is some specific |
136 |
* request of information, but we call other functions to provide |
137 |
* that information. |
138 |
*/ |
139 |
void |
140 |
RequestInfo (char *buf, int len, NewSocket * ns) |
141 |
{ |
142 |
char *params = NULL, *cp; |
143 |
|
144 |
/* No match */ |
145 |
char bigbuf[MAX_BUF]; |
146 |
int slen; |
147 |
|
148 |
/* Set up replyinfo before we modify any of the buffers - this is used |
149 |
* if we don't find a match. |
150 |
*/ |
151 |
strcpy (bigbuf, "replyinfo "); |
152 |
slen = strlen (bigbuf); |
153 |
safe_strcat (bigbuf, buf, &slen, MAX_BUF); |
154 |
|
155 |
/* find the first space, make it null, and update the |
156 |
* params pointer. |
157 |
*/ |
158 |
for (cp = buf; *cp != '\0'; cp++) |
159 |
if (*cp == ' ') |
160 |
{ |
161 |
*cp = '\0'; |
162 |
params = cp + 1; |
163 |
break; |
164 |
} |
165 |
if (!strcmp (buf, "image_info")) |
166 |
send_image_info (ns, params); |
167 |
else if (!strcmp (buf, "image_sums")) |
168 |
send_image_sums (ns, params); |
169 |
else if (!strcmp (buf, "skill_info")) |
170 |
send_skill_info (ns, params); |
171 |
else if (!strcmp (buf, "spell_paths")) |
172 |
send_spell_paths (ns, params); |
173 |
else |
174 |
Write_String_To_Socket (ns, bigbuf, len); |
175 |
} |
176 |
|
177 |
/** |
178 |
* Handle client input. |
179 |
* |
180 |
* HandleClient is actually not named really well - we only get here once |
181 |
* there is input, so we don't do exception or other stuff here. |
182 |
* sock is the output socket information. pl is the player associated |
183 |
* with this socket, null if no player (one of the init_sockets for just |
184 |
* starting a connection) |
185 |
*/ |
186 |
|
187 |
void |
188 |
HandleClient (NewSocket * ns, player *pl) |
189 |
{ |
190 |
int len = 0, i, cnt; |
191 |
char *data; |
192 |
|
193 |
/* Loop through this - maybe we have several complete packets here. */ |
194 |
// limit to a few commands only, though, as to not monopolise the server |
195 |
for (cnt = 16; cnt--;) |
196 |
{ |
197 |
/* If it is a player, and they don't have any speed left, we |
198 |
* return, and will read in the data when they do have time. |
199 |
*/ |
200 |
if (pl && pl->state == ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) |
201 |
{ |
202 |
return; |
203 |
} |
204 |
|
205 |
i = SockList_ReadPacket (ns->fd, &ns->inbuf, MAXSOCKBUF - 1); |
206 |
|
207 |
if (i < 0) |
208 |
{ |
209 |
#ifdef ESRV_DEBUG |
210 |
LOG (llevDebug, "HandleClient: Read error on connection player %s\n", (pl ? pl->ob->name : "None")); |
211 |
#endif |
212 |
/* Caller will take care of cleaning this up */ |
213 |
ns->status = Ns_Dead; |
214 |
return; |
215 |
} |
216 |
/* Still dont have a full packet */ |
217 |
if (i == 0) |
218 |
return; |
219 |
|
220 |
// //D//TODO//temporarily log long commands |
221 |
// if (ns->inbuf.len >= 40 && pl && pl->ob) |
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// LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2); |
223 |
|
224 |
/* First, break out beginning word. There are at least |
225 |
* a few commands that do not have any paremeters. If |
226 |
* we get such a command, don't worry about trying |
227 |
* to break it up. |
228 |
*/ |
229 |
data = (char *) strchr ((char *) ns->inbuf.buf + 2, ' '); |
230 |
if (data) |
231 |
{ |
232 |
*data = '\0'; |
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data++; |
234 |
len = ns->inbuf.len - (data - (char *) ns->inbuf.buf); |
235 |
} |
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else |
237 |
len = 0; |
238 |
|
239 |
ns->inbuf.buf[ns->inbuf.len] = '\0'; /* Terminate buffer - useful for string data */ |
240 |
for (i = 0; nscommands[i].cmdname != NULL; i++) |
241 |
{ |
242 |
if (strcmp ((char *) ns->inbuf.buf + 2, nscommands[i].cmdname) == 0) |
243 |
{ |
244 |
nscommands[i].cmdproc ((char *) data, len, ns); |
245 |
ns->inbuf.len = 0; |
246 |
return; //D// not doing this causes random memory corruption |
247 |
goto next_packet; |
248 |
} |
249 |
} |
250 |
/* Player must be in the playing state or the flag on the |
251 |
* the command must be zero for the user to use the command - |
252 |
* otherwise, a player cam save, be in the play_again state, and |
253 |
* the map they were on gets swapped out, yet things that try to look |
254 |
* at the map causes a crash. If the command is valid, but |
255 |
* one they can't use, we still swallow it up. |
256 |
*/ |
257 |
if (pl) |
258 |
for (i = 0; plcommands[i].cmdname != NULL; i++) |
259 |
{ |
260 |
if (strcmp ((char *) ns->inbuf.buf + 2, plcommands[i].cmdname) == 0) |
261 |
{ |
262 |
if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1)) |
263 |
plcommands[i].cmdproc ((char *) data, len, pl); |
264 |
ns->inbuf.len = 0; |
265 |
//D// not doing this causes random memory corruption |
266 |
if (plcommands[i].flag & 2) |
267 |
goto next_packet; |
268 |
return; |
269 |
} |
270 |
} |
271 |
/* If we get here, we didn't find a valid command. Logging |
272 |
* this might be questionable, because a broken client/malicious |
273 |
* user could certainly send a whole bunch of invalid commands. |
274 |
*/ |
275 |
LOG (llevDebug, "Bad command from client (%s)\n", ns->inbuf.buf + 2); |
276 |
next_packet: |
277 |
; |
278 |
} |
279 |
} |
280 |
|
281 |
|
282 |
/***************************************************************************** |
283 |
* |
284 |
* Low level socket looping - select calls and watchdog udp packet |
285 |
* sending. |
286 |
* |
287 |
******************************************************************************/ |
288 |
|
289 |
#ifdef WATCHDOG |
290 |
|
291 |
/** |
292 |
* Tell watchdog that we are still alive |
293 |
* |
294 |
* I put the function here since we should hopefully already be getting |
295 |
* all the needed include files for socket support |
296 |
*/ |
297 |
|
298 |
void |
299 |
watchdog (void) |
300 |
{ |
301 |
static int fd = -1; |
302 |
static struct sockaddr_in insock; |
303 |
|
304 |
if (fd == -1) |
305 |
{ |
306 |
struct protoent *protoent; |
307 |
|
308 |
if ((protoent = getprotobyname ("udp")) == NULL || (fd = socket (PF_INET, SOCK_DGRAM, protoent->p_proto)) == -1) |
309 |
{ |
310 |
return; |
311 |
} |
312 |
insock.sin_family = AF_INET; |
313 |
insock.sin_port = htons ((unsigned short) 13325); |
314 |
insock.sin_addr.s_addr = inet_addr ("127.0.0.1"); |
315 |
} |
316 |
sendto (fd, (void *) &fd, 1, 0, (struct sockaddr *) &insock, sizeof (insock)); |
317 |
} |
318 |
#endif |
319 |
|
320 |
void |
321 |
flush_sockets (void) |
322 |
{ |
323 |
player *pl; |
324 |
|
325 |
for (pl = first_player; pl != NULL; pl = pl->next) |
326 |
if (pl->socket.status != Ns_Dead) |
327 |
Socket_Flush (&pl->socket); |
328 |
} |
329 |
|
330 |
/** |
331 |
* This checks the sockets for input and exceptions, does the right thing. |
332 |
* |
333 |
* A bit of this code is grabbed out of socket.c |
334 |
* There are 2 lists we need to look through - init_sockets is a list |
335 |
* |
336 |
*/ |
337 |
void |
338 |
doeric_server (void) |
339 |
{ |
340 |
int i, pollret; |
341 |
fd_set tmp_read, tmp_exceptions, tmp_write; |
342 |
struct sockaddr_in addr; |
343 |
socklen_t addrlen = sizeof (struct sockaddr); |
344 |
player *pl, *next; |
345 |
|
346 |
#ifdef CS_LOGSTATS |
347 |
if ((time (NULL) - cst_lst.time_start) >= CS_LOGTIME) |
348 |
write_cs_stats (); |
349 |
#endif |
350 |
|
351 |
FD_ZERO (&tmp_read); |
352 |
FD_ZERO (&tmp_write); |
353 |
FD_ZERO (&tmp_exceptions); |
354 |
|
355 |
for (i = 0; i < socket_info.allocated_sockets; i++) |
356 |
{ |
357 |
if (init_sockets[i].status == Ns_Dead) |
358 |
{ |
359 |
free_newsocket (&init_sockets[i]); |
360 |
init_sockets[i].status = Ns_Avail; |
361 |
socket_info.nconns--; |
362 |
} |
363 |
else if (init_sockets[i].status != Ns_Avail) |
364 |
{ |
365 |
FD_SET ((uint32) init_sockets[i].fd, &tmp_read); |
366 |
FD_SET ((uint32) init_sockets[i].fd, &tmp_write); |
367 |
FD_SET ((uint32) init_sockets[i].fd, &tmp_exceptions); |
368 |
} |
369 |
} |
370 |
|
371 |
/* Go through the players. Let the loop set the next pl value, |
372 |
* since we may remove some |
373 |
*/ |
374 |
for (pl = first_player; pl != NULL;) |
375 |
{ |
376 |
if (pl->socket.status == Ns_Dead) |
377 |
{ |
378 |
player *npl = pl->next; |
379 |
|
380 |
save_player (pl->ob, 0); |
381 |
if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
382 |
{ |
383 |
terminate_all_pets (pl->ob); |
384 |
remove_ob (pl->ob); |
385 |
} |
386 |
leave (pl, 1); |
387 |
final_free_player (pl); |
388 |
pl = npl; |
389 |
} |
390 |
else |
391 |
{ |
392 |
FD_SET ((uint32) pl->socket.fd, &tmp_read); |
393 |
FD_SET ((uint32) pl->socket.fd, &tmp_write); |
394 |
FD_SET ((uint32) pl->socket.fd, &tmp_exceptions); |
395 |
pl = pl->next; |
396 |
} |
397 |
} |
398 |
|
399 |
/* Reset timeout each time, since some OS's will change the values on |
400 |
* the return from select. |
401 |
*/ |
402 |
socket_info.timeout.tv_sec = 0; |
403 |
socket_info.timeout.tv_usec = 0; |
404 |
|
405 |
pollret = select (socket_info.max_filedescriptor, &tmp_read, &tmp_write, &tmp_exceptions, &socket_info.timeout); |
406 |
|
407 |
if (pollret == -1) |
408 |
{ |
409 |
LOG (llevError, "select failed: %s\n", strerror (errno)); |
410 |
return; |
411 |
} |
412 |
|
413 |
/* We need to do some of the processing below regardless */ |
414 |
|
415 |
/* if (!pollret) return;*/ |
416 |
|
417 |
/* Following adds a new connection */ |
418 |
if (pollret && FD_ISSET (init_sockets[0].fd, &tmp_read)) |
419 |
{ |
420 |
int newsocknum = 0; |
421 |
|
422 |
#ifdef ESRV_DEBUG |
423 |
LOG (llevDebug, "doeric_server: New Connection\n"); |
424 |
#endif |
425 |
/* If this is the case, all sockets currently in used */ |
426 |
if (socket_info.allocated_sockets <= socket_info.nconns) |
427 |
{ |
428 |
init_sockets = (NewSocket *) realloc (init_sockets, sizeof (NewSocket) * (socket_info.nconns + 1)); |
429 |
if (!init_sockets) |
430 |
fatal (OUT_OF_MEMORY); |
431 |
newsocknum = socket_info.allocated_sockets; |
432 |
socket_info.allocated_sockets++; |
433 |
init_sockets[newsocknum].faces_sent_len = nrofpixmaps; |
434 |
init_sockets[newsocknum].faces_sent = (uint8 *) malloc (nrofpixmaps * sizeof (*init_sockets[newsocknum].faces_sent)); |
435 |
if (!init_sockets[newsocknum].faces_sent) |
436 |
fatal (OUT_OF_MEMORY); |
437 |
init_sockets[newsocknum].status = Ns_Avail; |
438 |
} |
439 |
else |
440 |
{ |
441 |
int j; |
442 |
|
443 |
for (j = 1; j < socket_info.allocated_sockets; j++) |
444 |
if (init_sockets[j].status == Ns_Avail) |
445 |
{ |
446 |
newsocknum = j; |
447 |
break; |
448 |
} |
449 |
} |
450 |
init_sockets[newsocknum].fd = accept (init_sockets[0].fd, (struct sockaddr *) &addr, &addrlen); |
451 |
if (init_sockets[newsocknum].fd == -1) |
452 |
{ |
453 |
LOG (llevError, "accept failed: %s\n", strerror (errno)); |
454 |
} |
455 |
else |
456 |
{ |
457 |
char buf[MAX_BUF]; |
458 |
long ip; |
459 |
NewSocket *ns; |
460 |
|
461 |
ns = &init_sockets[newsocknum]; |
462 |
|
463 |
ip = ntohl (addr.sin_addr.s_addr); |
464 |
sprintf (buf, "%ld.%ld.%ld.%ld", (ip >> 24) & 255, (ip >> 16) & 255, (ip >> 8) & 255, ip & 255); |
465 |
|
466 |
if (checkbanned (NULL, buf)) |
467 |
{ |
468 |
LOG (llevInfo, "Banned host tried to connect: [%s]\n", buf); |
469 |
close (init_sockets[newsocknum].fd); |
470 |
init_sockets[newsocknum].fd = -1; |
471 |
} |
472 |
else |
473 |
{ |
474 |
InitConnection (ns, buf); |
475 |
socket_info.nconns++; |
476 |
} |
477 |
} |
478 |
} |
479 |
|
480 |
/* Check for any exceptions/input on the sockets */ |
481 |
if (pollret) |
482 |
for (i = 1; i < socket_info.allocated_sockets; i++) |
483 |
{ |
484 |
if (init_sockets[i].status == Ns_Avail) |
485 |
continue; |
486 |
if (FD_ISSET (init_sockets[i].fd, &tmp_exceptions)) |
487 |
{ |
488 |
free_newsocket (&init_sockets[i]); |
489 |
init_sockets[i].status = Ns_Avail; |
490 |
socket_info.nconns--; |
491 |
continue; |
492 |
} |
493 |
if (FD_ISSET (init_sockets[i].fd, &tmp_read)) |
494 |
{ |
495 |
HandleClient (&init_sockets[i], NULL); |
496 |
} |
497 |
if (FD_ISSET (init_sockets[i].fd, &tmp_write)) |
498 |
{ |
499 |
init_sockets[i].can_write = 1; |
500 |
} |
501 |
} |
502 |
|
503 |
/* This does roughly the same thing, but for the players now */ |
504 |
for (pl = first_player; pl != NULL; pl = next) |
505 |
{ |
506 |
|
507 |
next = pl->next; |
508 |
if (pl->socket.status == Ns_Dead) |
509 |
continue; |
510 |
|
511 |
if (FD_ISSET (pl->socket.fd, &tmp_write)) |
512 |
{ |
513 |
if (!pl->socket.can_write) |
514 |
{ |
515 |
#if 0 |
516 |
LOG (llevDebug, "Player %s socket now write enabled\n", pl->ob->name); |
517 |
#endif |
518 |
pl->socket.can_write = 1; |
519 |
write_socket_buffer (&pl->socket); |
520 |
} |
521 |
/* if we get an error on the write_socket buffer, no reason to |
522 |
* continue on this socket. |
523 |
*/ |
524 |
if (pl->socket.status == Ns_Dead) |
525 |
continue; |
526 |
} |
527 |
else |
528 |
pl->socket.can_write = 0; |
529 |
|
530 |
if (FD_ISSET (pl->socket.fd, &tmp_exceptions)) |
531 |
{ |
532 |
save_player (pl->ob, 0); |
533 |
if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
534 |
{ |
535 |
terminate_all_pets (pl->ob); |
536 |
remove_ob (pl->ob); |
537 |
} |
538 |
leave (pl, 1); |
539 |
final_free_player (pl); |
540 |
} |
541 |
else |
542 |
{ |
543 |
HandleClient (&pl->socket, pl); |
544 |
/* If the player has left the game, then the socket status |
545 |
* will be set to this be the leave function. We don't |
546 |
* need to call leave again, as it has already been called |
547 |
* once. |
548 |
*/ |
549 |
if (pl->socket.status == Ns_Dead) |
550 |
{ |
551 |
save_player (pl->ob, 0); |
552 |
if (!QUERY_FLAG (pl->ob, FLAG_REMOVED)) |
553 |
{ |
554 |
terminate_all_pets (pl->ob); |
555 |
remove_ob (pl->ob); |
556 |
} |
557 |
leave (pl, 1); |
558 |
final_free_player (pl); |
559 |
} |
560 |
else |
561 |
{ |
562 |
|
563 |
/* Update the players stats once per tick. More efficient than |
564 |
* sending them whenever they change, and probably just as useful |
565 |
*/ |
566 |
esrv_update_stats (pl); |
567 |
if (pl->last_weight != -1 && pl->last_weight != WEIGHT (pl->ob)) |
568 |
{ |
569 |
esrv_update_item (UPD_WEIGHT, pl->ob, pl->ob); |
570 |
if (pl->last_weight != WEIGHT (pl->ob)) |
571 |
LOG (llevError, "esrv_update_item(UPD_WEIGHT) did not set player weight: is %lu, should be %lu\n", |
572 |
(unsigned long) pl->last_weight, WEIGHT (pl->ob)); |
573 |
} |
574 |
/* draw_client_map does sanity checking that map is |
575 |
* valid, so don't do it here. |
576 |
*/ |
577 |
draw_client_map (pl->ob); |
578 |
if (pl->socket.update_look) |
579 |
esrv_draw_look (pl->ob); |
580 |
} |
581 |
} |
582 |
} |
583 |
} |