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/cvs/deliantra/server/socket/loop.c
Revision: 1.3
Committed: Mon Apr 17 06:25:35 2006 UTC (18 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +5 -4 lines
Log Message:
a bug caused the server to only process a single command per tick, which the comment in the code indicates is not the expected way (and actually makes clients unresponsive for no good reason). fixed

File Contents

# User Rev Content
1 root 1.1
2     /*
3     * static char *rcsid_loop_c =
4 root 1.2 * "$Id$";
5 root 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The author can be reached via e-mail to crossfire-devel@real-time.com
28     */
29    
30     /**
31     * \file
32     * Main client/server loops.
33     *
34     * \date 2003-12-02
35     *
36     * loop.c mainly deals with initialization and higher level socket
37     * maintenance (checking for lost connections and if data has arrived.)
38     * The reading of data is handled in ericserver.c
39     */
40    
41    
42     #include <global.h>
43     #ifndef __CEXTRACT__
44     #include <sproto.h>
45     #include <sockproto.h>
46     #endif
47    
48     #ifndef WIN32 /* ---win32 exclude unix headers */
49     #include <sys/types.h>
50     #include <sys/time.h>
51     #include <sys/socket.h>
52     #include <netinet/in.h>
53     #include <netdb.h>
54     #endif /* end win32 */
55    
56     #ifdef HAVE_UNISTD_H
57     #include <unistd.h>
58     #endif
59    
60     #ifdef HAVE_ARPA_INET_H
61     #include <arpa/inet.h>
62     #endif
63    
64     #include <loader.h>
65     #include <newserver.h>
66    
67     /*****************************************************************************
68     * Start of command dispatch area.
69     * The commands here are protocol commands.
70     ****************************************************************************/
71    
72     /* Either keep this near the start or end of the file so it is
73     * at least reasonablye easy to find.
74     * There are really 2 commands - those which are sent/received
75     * before player joins, and those happen after the player has joined.
76     * As such, we have function types that might be called, so
77     * we end up having 2 tables.
78     */
79    
80     typedef void (*func_uint8_int_ns) (char*, int, NewSocket *);
81    
82     struct NsCmdMapping {
83 root 1.2 const char *cmdname;
84 root 1.1 func_uint8_int_ns cmdproc;
85     };
86    
87     typedef void (*func_uint8_int_pl)(char*, int, player *);
88     struct PlCmdMapping {
89 root 1.2 const char *cmdname;
90 root 1.1 func_uint8_int_pl cmdproc;
91     uint8 flag;
92     };
93    
94     /**
95     * Dispatch table for the server.
96     *
97     * CmdMapping is the dispatch table for the server, used in HandleClient,
98     * which gets called when the client has input. All commands called here
99     * use the same parameter form (char* data, int len, int clientnum.
100     * We do implicit casts, because the data that is being passed is
101     * unsigned (pretty much needs to be for binary data), however, most
102     * of these treat it only as strings, so it makes things easier
103     * to cast it here instead of a bunch of times in the function itself.
104     * flag is 1 if the player must be in the playing state to issue the
105     * command, 0 if they can issue it at any time.
106     */
107     static struct PlCmdMapping plcommands[] = {
108     { "examine", ExamineCmd, 1},
109     { "apply", ApplyCmd, 1},
110     { "move", MoveCmd, 1},
111     { "reply", ReplyCmd, 0},
112     { "command", PlayerCmd, 1},
113     { "ncom", (func_uint8_int_pl)NewPlayerCmd, 1},
114     { "lookat", LookAt, 1},
115     { "lock", (func_uint8_int_pl)LockItem, 1},
116     { "mark", (func_uint8_int_pl)MarkItem, 1},
117     { "mapredraw", MapRedrawCmd, 0}, /* Added: phil */
118 root 1.2 { "mapinfo", MapInfoCmd, 0 }, /* CF+ */
119 root 1.1 { NULL, NULL, 0} /* terminator */
120     };
121    
122     /** Face-related commands */
123     static struct NsCmdMapping nscommands[] = {
124     { "addme", AddMeCmd },
125     { "askface", SendFaceCmd}, /* Added: phil */
126     { "requestinfo", RequestInfo},
127     { "setfacemode", SetFaceMode},
128     { "setsound", SetSound},
129     { "setup", SetUp},
130     { "version", VersionCmd },
131     { "toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize*/
132     { "toggleextendedtext", ToggleExtendedText}, /*Added: tchize*/
133     { "asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies)*/
134     { NULL, NULL} /* terminator (I, II & III)*/
135     };
136    
137     /**
138     * RequestInfo is sort of a meta command. There is some specific
139     * request of information, but we call other functions to provide
140     * that information.
141     */
142     void RequestInfo(char *buf, int len, NewSocket *ns)
143     {
144     char *params=NULL, *cp;
145     /* No match */
146     char bigbuf[MAX_BUF];
147     int slen;
148    
149     /* Set up replyinfo before we modify any of the buffers - this is used
150     * if we don't find a match.
151     */
152     strcpy(bigbuf,"replyinfo ");
153     slen = strlen(bigbuf);
154     safe_strcat(bigbuf, buf, &slen, MAX_BUF);
155    
156     /* find the first space, make it null, and update the
157     * params pointer.
158     */
159     for (cp = buf; *cp != '\0'; cp++)
160     if (*cp==' ') {
161     *cp = '\0';
162     params = cp + 1;
163     break;
164     }
165     if (!strcmp(buf, "image_info")) send_image_info(ns, params);
166     else if (!strcmp(buf,"image_sums")) send_image_sums(ns, params);
167     else if (!strcmp(buf,"skill_info")) send_skill_info(ns, params);
168     else if (!strcmp(buf,"spell_paths")) send_spell_paths(ns, params);
169     else Write_String_To_Socket(ns, bigbuf, len);
170     }
171    
172     /**
173     * Handles old socket format.
174     */
175     void Handle_Oldsocket(NewSocket *ns)
176     {
177     int stat,i;
178     CommFunc command;
179     char buf[MAX_BUF],*cp;
180     object ob;
181     player pl;
182    
183     /* This is not the most efficient block, but keeps the code simpler -
184     * we basically read a byte at a time until we get a newline, error,
185     * or no more characters to read.
186     */
187     do {
188     if (ns->inbuf.len >= MAXSOCKBUF-1) {
189     ns->status = Ns_Dead;
190     LOG(llevDebug, "Old input socket sent too much data without newline\n");
191     return;
192     }
193     #ifdef WIN32 /* ***win32: change oldsocket read() to recv() */
194     stat = recv(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1,0);
195    
196     if (stat==-1 && WSAGetLastError() !=WSAEWOULDBLOCK) {
197     #else
198     do {
199     stat = read(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1);
200     } while ((stat<0) && (errno == EINTR));
201    
202     if (stat<0 && errno != EAGAIN && errno !=EWOULDBLOCK) {
203     #endif
204     LOG(llevError, "Cannot read from socket: %s\n", strerror_local(errno));
205     ns->status = Ns_Dead;
206     return;
207     }
208     if (stat == 0) return;
209     } while (ns->inbuf.buf[ns->inbuf.len++]!='\n');
210    
211     ns->inbuf.buf[ns->inbuf.len]=0;
212    
213     cp = strchr(ns->inbuf.buf, ' ');
214     if (cp) {
215     /* Replace the space with a null, skip any more spaces */
216     *cp++=0;
217     while (isspace(*cp)) cp++;
218     }
219    
220     /* Strip off all spaces and control characters from end of line */
221     for (i=ns->inbuf.len-1; i>=0; i--) {
222     if (ns->inbuf.buf[i]<=32) ns->inbuf.buf[i]=0;
223     else break;
224     }
225     ns->inbuf.len=0; /* reset for next read */
226    
227     /* If just a return, don't do anything */
228     if (ns->inbuf.buf[0] == 0) return;
229     if (!strcasecmp(ns->inbuf.buf,"quit")) {
230     ns->status = Ns_Dead;
231     return;
232     }
233     if (!strcasecmp(ns->inbuf.buf, "listen")) {
234     if (cp) {
235     char *buf="Socket switched to listen mode\n";
236    
237     free(ns->comment);
238     ns->comment = strdup_local(cp);
239     ns->old_mode = Old_Listen;
240     cs_write_string(ns, buf, strlen(buf));
241     } else {
242     char *buf="Need to supply a comment/url to listen\n";
243     cs_write_string(ns, buf, strlen(buf));
244     }
245     return;
246     }
247     if (!strcasecmp(ns->inbuf.buf, "name")) {
248     char *cp1=NULL;
249     if (cp) cp1= strchr(cp, ' ');
250     if (cp1) {
251     *cp1++ = 0;
252     while (isspace(*cp1)) cp1++;
253     }
254     if (!cp || !cp1) {
255     char *buf="Need to provide a name/password to name\n";
256     cs_write_string(ns, buf, strlen(buf));
257     return;
258     }
259    
260     if (verify_player(cp, cp1)==0) {
261     char *buf="Welcome back\n";
262     free(ns->comment);
263     ns->comment = strdup_local(cp);
264     ns->old_mode = Old_Player;
265     cs_write_string(ns, buf, strlen(buf));
266     }
267     else if (verify_player(cp, cp1)==2) {
268     ns->password_fails++;
269     if (ns->password_fails >= MAX_PASSWORD_FAILURES) {
270     char *buf="You failed to log in too many times, you will now be kicked.\n";
271     LOG(llevInfo, "A player connecting from %s in oldsocketmode has been dropped for password failure\n",
272     ns->host);
273     cs_write_string(ns, buf, strlen(buf));
274     ns->status = Ns_Dead;
275     }
276     else {
277     char *buf="Could not login you in. Check your name and password.\n";
278     cs_write_string(ns, buf, strlen(buf));
279     }
280     }
281     else {
282     char *buf="Could not login you in. Check your name and password.\n";
283     cs_write_string(ns, buf, strlen(buf));
284     }
285     return;
286     }
287    
288     command = find_oldsocket_command(ns->inbuf.buf);
289     if (!command && ns->old_mode==Old_Player) {
290     command = find_oldsocket_command2(ns->inbuf.buf);
291     }
292     if (!command) {
293     snprintf(buf, sizeof(buf), "Could not find command: %s\n", ns->inbuf.buf);
294     cs_write_string(ns, buf, strlen(buf));
295     return;
296     }
297    
298     /* This is a bit of a hack, but works. Basically, we make some
299     * fake object and player pointers and give at it.
300     * This works as long as the functions we are calling don't need
301     * to do anything to the object structure (ie, they are only
302     * outputting information and not actually updating anything much.)
303     */
304     ob.contr = &pl;
305     pl.ob = &ob;
306     ob.type = PLAYER;
307     pl.listening = 10;
308     pl.socket = *ns;
309     pl.outputs_count = 1;
310     ob.name = ns->comment;
311    
312     command(&ob, cp);
313     }
314    
315    
316     /**
317     * Handle client input.
318     *
319     * HandleClient is actually not named really well - we only get here once
320     * there is input, so we don't do exception or other stuff here.
321     * sock is the output socket information. pl is the player associated
322     * with this socket, null if no player (one of the init_sockets for just
323     * starting a connection)
324     */
325    
326     void HandleClient(NewSocket *ns, player *pl)
327     {
328 root 1.3 int len=0,i,cnt;
329 root 1.1 unsigned char *data;
330    
331     /* Loop through this - maybe we have several complete packets here. */
332 root 1.3 // limit to a efw commands only, though, as to not monopolise the server
333     for (cnt = 16; --cnt; ) {
334 root 1.1 /* If it is a player, and they don't have any speed left, we
335     * return, and will read in the data when they do have time.
336     */
337     if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) {
338     return;
339     }
340    
341     if (ns->status == Ns_Old) {
342     Handle_Oldsocket(ns);
343     return;
344     }
345     i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1);
346     /* Special hack - let the user switch to old mode if in the Ns_Add
347     * phase. Don't demand they add in the special length bytes
348     */
349     if (ns->status == Ns_Add) {
350     if (!strncasecmp(ns->inbuf.buf,"oldsocketmode", 13)) {
351     ns->status = Ns_Old;
352     ns->inbuf.len=0;
353     cs_write_string(ns, "Switched to old socket mode\n", 28);
354     LOG(llevDebug,"Switched socket to old socket mode\n");
355     return;
356     }
357     }
358    
359     if (i<0) {
360     #ifdef ESRV_DEBUG
361     LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None"));
362     #endif
363     /* Caller will take care of cleaning this up */
364     ns->status =Ns_Dead;
365     return;
366     }
367     /* Still dont have a full packet */
368     if (i==0) return;
369    
370     /* First, break out beginning word. There are at least
371     * a few commands that do not have any paremeters. If
372     * we get such a command, don't worry about trying
373     * to break it up.
374     */
375     data = (unsigned char *)strchr((char*)ns->inbuf.buf +2, ' ');
376     if (data) {
377     *data='\0';
378     data++;
379     len = ns->inbuf.len - (data - ns->inbuf.buf);
380     }
381     else len=0;
382    
383     ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */
384     for (i=0; nscommands[i].cmdname !=NULL; i++) {
385     if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) {
386     nscommands[i].cmdproc((char*)data,len,ns);
387     ns->inbuf.len=0;
388 root 1.3 continue;
389 root 1.1 }
390     }
391     /* Player must be in the playing state or the flag on the
392     * the command must be zero for the user to use the command -
393     * otherwise, a player cam save, be in the play_again state, and
394     * the map they were on getsswapped out, yet things that try to look
395     * at the map causes a crash. If the command is valid, but
396     * one they can't use, we still swallow it up.
397     */
398     if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) {
399     if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) {
400     if (pl->state == ST_PLAYING || plcommands[i].flag == 0)
401     plcommands[i].cmdproc((char*)data,len,pl);
402     ns->inbuf.len=0;
403 root 1.3 continue;
404 root 1.1 }
405     }
406     /* If we get here, we didn't find a valid command. Logging
407     * this might be questionable, because a broken client/malicious
408     * user could certainly send a whole bunch of invalid commands.
409     */
410     LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2);
411     }
412     }
413    
414    
415     /*****************************************************************************
416     *
417     * Low level socket looping - select calls and watchdog udp packet
418     * sending.
419     *
420     ******************************************************************************/
421    
422     #ifdef WATCHDOG
423     /**
424     * Tell watchdog that we are still alive
425     *
426     * I put the function here since we should hopefully already be getting
427     * all the needed include files for socket support
428     */
429    
430     void watchdog(void)
431     {
432     static int fd=-1;
433     static struct sockaddr_in insock;
434    
435     if (fd==-1)
436     {
437     struct protoent *protoent;
438    
439     if ((protoent=getprotobyname("udp"))==NULL ||
440     (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1)
441     {
442     return;
443     }
444     insock.sin_family=AF_INET;
445     insock.sin_port=htons((unsigned short)13325);
446     insock.sin_addr.s_addr=inet_addr("127.0.0.1");
447     }
448     sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock));
449     }
450     #endif
451    
452     extern unsigned long todtick;
453    
454     /** Waits for new connection */
455     static void block_until_new_connection(void)
456     {
457    
458     struct timeval Timeout;
459     fd_set readfs;
460     int cycles;
461    
462     LOG(llevInfo, "Waiting for connections...\n");
463    
464     cycles=1;
465     do {
466     /* Every minutes is a bit often for updates - especially if nothing is going
467     * on. This slows it down to every 6 minutes.
468     */
469     cycles++;
470     if (cycles%2 == 0)
471     tick_the_clock();
472    
473     FD_ZERO(&readfs);
474     FD_SET((uint32)init_sockets[0].fd, &readfs);
475    
476     /* If fastclock is set, we need to seriously slow down the updates
477     * to the metaserver as well as watchdog. Do same for flush_old_maps() -
478     * that is time sensitive, so there is no good reason to call it 2000 times
479     * a second.
480     */
481     if (settings.fastclock > 0) {
482     #ifdef WATCHDOG
483     if (cycles % 120000 == 0) {
484     watchdog();
485     flush_old_maps();
486     }
487     #endif
488     if (cycles == 720000) {
489     metaserver_update();
490     cycles=1;
491     }
492     Timeout.tv_sec=0;
493     Timeout.tv_usec=50;
494     } else {
495     Timeout.tv_sec=60;
496     Timeout.tv_usec=0;
497     if (cycles == 7) {
498     metaserver_update();
499     cycles=1;
500     }
501     flush_old_maps();
502     }
503     }
504     while (select(socket_info.max_filedescriptor, &readfs, NULL, NULL, &Timeout)==0);
505    
506     reset_sleep(); /* Or the game would go too fast */
507     }
508    
509    
510     /**
511     * This checks the sockets for input and exceptions, does the right thing.
512     *
513     * A bit of this code is grabbed out of socket.c
514     * There are 2 lists we need to look through - init_sockets is a list
515     *
516     */
517     void doeric_server(void)
518     {
519     int i, pollret;
520     fd_set tmp_read, tmp_exceptions, tmp_write;
521     struct sockaddr_in addr;
522     socklen_t addrlen=sizeof(struct sockaddr);
523     player *pl, *next;
524    
525     #ifdef CS_LOGSTATS
526     if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME)
527     write_cs_stats();
528     #endif
529    
530     FD_ZERO(&tmp_read);
531     FD_ZERO(&tmp_write);
532     FD_ZERO(&tmp_exceptions);
533    
534     for(i=0;i<socket_info.allocated_sockets;i++) {
535     if (init_sockets[i].status == Ns_Dead) {
536     free_newsocket(&init_sockets[i]);
537     init_sockets[i].status = Ns_Avail;
538     socket_info.nconns--;
539     } else if (init_sockets[i].status != Ns_Avail){
540     FD_SET((uint32)init_sockets[i].fd, &tmp_read);
541     FD_SET((uint32)init_sockets[i].fd, &tmp_write);
542     FD_SET((uint32)init_sockets[i].fd, &tmp_exceptions);
543     }
544     }
545    
546     /* Go through the players. Let the loop set the next pl value,
547     * since we may remove some
548     */
549     for (pl=first_player; pl!=NULL; ) {
550     if (pl->socket.status == Ns_Dead) {
551     player *npl=pl->next;
552    
553     save_player(pl->ob, 0);
554     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
555     terminate_all_pets(pl->ob);
556     remove_ob(pl->ob);
557     }
558     leave(pl,1);
559     final_free_player(pl);
560     pl=npl;
561     }
562     else {
563     FD_SET((uint32)pl->socket.fd, &tmp_read);
564     FD_SET((uint32)pl->socket.fd, &tmp_write);
565     FD_SET((uint32)pl->socket.fd, &tmp_exceptions);
566     pl=pl->next;
567     }
568     }
569    
570     if (socket_info.nconns==1 && first_player==NULL)
571     block_until_new_connection();
572    
573     /* Reset timeout each time, since some OS's will change the values on
574     * the return from select.
575     */
576     socket_info.timeout.tv_sec = 0;
577     socket_info.timeout.tv_usec = 0;
578    
579     pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write,
580     &tmp_exceptions, &socket_info.timeout);
581    
582     if (pollret==-1) {
583     LOG(llevError, "select failed: %s\n", strerror_local(errno));
584     return;
585     }
586    
587     /* We need to do some of the processing below regardless */
588     /* if (!pollret) return;*/
589    
590     /* Following adds a new connection */
591     if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) {
592     int newsocknum=0;
593    
594     #ifdef ESRV_DEBUG
595     LOG(llevDebug,"doeric_server: New Connection\n");
596     #endif
597     /* If this is the case, all sockets currently in used */
598     if (socket_info.allocated_sockets <= socket_info.nconns) {
599     init_sockets = realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1));
600     if (!init_sockets) fatal(OUT_OF_MEMORY);
601     newsocknum = socket_info.allocated_sockets;
602     socket_info.allocated_sockets++;
603     init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
604     init_sockets[newsocknum].faces_sent = malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent));
605     if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY);
606     init_sockets[newsocknum].status = Ns_Avail;
607     }
608     else {
609     int j;
610    
611     for (j=1; j<socket_info.allocated_sockets; j++)
612     if (init_sockets[j].status == Ns_Avail) {
613     newsocknum=j;
614     break;
615     }
616     }
617     init_sockets[newsocknum].fd=accept(init_sockets[0].fd, (struct sockaddr *)&addr, &addrlen);
618     if (init_sockets[newsocknum].fd==-1) {
619     LOG(llevError, "accept failed: %s\n", strerror_local(errno));
620     }
621     else {
622     char buf[MAX_BUF];
623     long ip;
624     NewSocket *ns;
625    
626     ns = &init_sockets[newsocknum];
627    
628     ip = ntohl(addr.sin_addr.s_addr);
629     sprintf(buf, "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
630    
631     if (checkbanned(NULL, buf)) {
632     LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
633     close(init_sockets[newsocknum].fd);
634     init_sockets[newsocknum].fd = -1;
635     }
636     else {
637     InitConnection(ns, buf);
638     socket_info.nconns++;
639     }
640     }
641     }
642    
643     /* Check for any exceptions/input on the sockets */
644     if (pollret) for(i=1;i<socket_info.allocated_sockets;i++) {
645     if (init_sockets[i].status == Ns_Avail) continue;
646     if (FD_ISSET(init_sockets[i].fd,&tmp_exceptions)) {
647     free_newsocket(&init_sockets[i]);
648     init_sockets[i].status = Ns_Avail;
649     socket_info.nconns--;
650     continue;
651     }
652     if (FD_ISSET(init_sockets[i].fd, &tmp_read)) {
653     HandleClient(&init_sockets[i], NULL);
654     }
655     if (FD_ISSET(init_sockets[i].fd, &tmp_write)) {
656     init_sockets[i].can_write=1;
657     }
658     }
659    
660     /* This does roughly the same thing, but for the players now */
661     for (pl=first_player; pl!=NULL; pl=next) {
662    
663     next=pl->next;
664     if (pl->socket.status==Ns_Dead) continue;
665    
666     if (FD_ISSET(pl->socket.fd,&tmp_write)) {
667     if (!pl->socket.can_write) {
668     #if 0
669     LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name);
670     #endif
671     pl->socket.can_write=1;
672     write_socket_buffer(&pl->socket);
673     }
674     /* if we get an error on the write_socket buffer, no reason to
675     * continue on this socket.
676     */
677     if (pl->socket.status==Ns_Dead) continue;
678     }
679     else pl->socket.can_write=0;
680    
681     if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) {
682     save_player(pl->ob, 0);
683     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
684     terminate_all_pets(pl->ob);
685     remove_ob(pl->ob);
686     }
687     leave(pl,1);
688     final_free_player(pl);
689     }
690     else {
691     HandleClient(&pl->socket, pl);
692     /* If the player has left the game, then the socket status
693     * will be set to this be the leave function. We don't
694     * need to call leave again, as it has already been called
695     * once.
696     */
697     if (pl->socket.status==Ns_Dead) {
698     save_player(pl->ob, 0);
699     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
700     terminate_all_pets(pl->ob);
701     remove_ob(pl->ob);
702     }
703     leave(pl,1);
704     final_free_player(pl);
705     } else {
706    
707     /* Update the players stats once per tick. More efficient than
708     * sending them whenever they change, and probably just as useful
709     */
710     esrv_update_stats(pl);
711     if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) {
712     esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
713     if(pl->last_weight != WEIGHT(pl->ob))
714     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));
715     }
716 root 1.2 /* draw_client_map does sanity checking that map is
717     * valid, so don't do it here.
718     */
719     draw_client_map(pl->ob);
720 root 1.1 if (pl->socket.update_look) esrv_draw_look(pl->ob);
721     }
722     }
723     }
724     }