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/cvs/deliantra/server/socket/loop.c
Revision: 1.8
Committed: Sun May 21 23:46:39 2006 UTC (18 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +8 -0 lines
Log Message:
Problem: server sends out 2 tcp packets per command (e.g. a 2-byte packet
+ a 10 byte packet for a small map1a command).

Solution: rewrite that thing

Workaround: on linux, uncork and cork again just before sleeping for the next
tick, that solves the problem without hackery or rewriting it. This cuts
the # of packets send by at least one half.

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 root 1.7 { "mapredraw", MapRedrawCmd, 0}, /* Added: phil */
118 root 1.6 { "mapinfo", MapInfoCmd, 2}, /* 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 root 1.6 /* hack to disable old socket mode without creating too many conflicts */
189     if (1 || ns->inbuf.len >= MAXSOCKBUF-1) {
190 root 1.1 ns->status = Ns_Dead;
191     LOG(llevDebug, "Old input socket sent too much data without newline\n");
192     return;
193     }
194     #ifdef WIN32 /* ***win32: change oldsocket read() to recv() */
195     stat = recv(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1,0);
196    
197     if (stat==-1 && WSAGetLastError() !=WSAEWOULDBLOCK) {
198     #else
199     do {
200     stat = read(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1);
201     } while ((stat<0) && (errno == EINTR));
202    
203     if (stat<0 && errno != EAGAIN && errno !=EWOULDBLOCK) {
204     #endif
205     LOG(llevError, "Cannot read from socket: %s\n", strerror_local(errno));
206     ns->status = Ns_Dead;
207     return;
208     }
209     if (stat == 0) return;
210     } while (ns->inbuf.buf[ns->inbuf.len++]!='\n');
211    
212     ns->inbuf.buf[ns->inbuf.len]=0;
213    
214     cp = strchr(ns->inbuf.buf, ' ');
215     if (cp) {
216     /* Replace the space with a null, skip any more spaces */
217     *cp++=0;
218     while (isspace(*cp)) cp++;
219     }
220    
221     /* Strip off all spaces and control characters from end of line */
222     for (i=ns->inbuf.len-1; i>=0; i--) {
223     if (ns->inbuf.buf[i]<=32) ns->inbuf.buf[i]=0;
224     else break;
225     }
226     ns->inbuf.len=0; /* reset for next read */
227    
228     /* If just a return, don't do anything */
229     if (ns->inbuf.buf[0] == 0) return;
230     if (!strcasecmp(ns->inbuf.buf,"quit")) {
231     ns->status = Ns_Dead;
232     return;
233     }
234     if (!strcasecmp(ns->inbuf.buf, "listen")) {
235     if (cp) {
236     char *buf="Socket switched to listen mode\n";
237    
238     free(ns->comment);
239     ns->comment = strdup_local(cp);
240     ns->old_mode = Old_Listen;
241     cs_write_string(ns, buf, strlen(buf));
242     } else {
243     char *buf="Need to supply a comment/url to listen\n";
244     cs_write_string(ns, buf, strlen(buf));
245     }
246     return;
247     }
248     if (!strcasecmp(ns->inbuf.buf, "name")) {
249     char *cp1=NULL;
250     if (cp) cp1= strchr(cp, ' ');
251     if (cp1) {
252     *cp1++ = 0;
253     while (isspace(*cp1)) cp1++;
254     }
255     if (!cp || !cp1) {
256     char *buf="Need to provide a name/password to name\n";
257     cs_write_string(ns, buf, strlen(buf));
258     return;
259     }
260    
261     if (verify_player(cp, cp1)==0) {
262     char *buf="Welcome back\n";
263     free(ns->comment);
264     ns->comment = strdup_local(cp);
265     ns->old_mode = Old_Player;
266     cs_write_string(ns, buf, strlen(buf));
267     }
268     else if (verify_player(cp, cp1)==2) {
269     ns->password_fails++;
270     if (ns->password_fails >= MAX_PASSWORD_FAILURES) {
271     char *buf="You failed to log in too many times, you will now be kicked.\n";
272     LOG(llevInfo, "A player connecting from %s in oldsocketmode has been dropped for password failure\n",
273     ns->host);
274     cs_write_string(ns, buf, strlen(buf));
275     ns->status = Ns_Dead;
276     }
277     else {
278     char *buf="Could not login you in. Check your name and password.\n";
279     cs_write_string(ns, buf, strlen(buf));
280     }
281     }
282     else {
283     char *buf="Could not login you in. Check your name and password.\n";
284     cs_write_string(ns, buf, strlen(buf));
285     }
286     return;
287     }
288    
289     command = find_oldsocket_command(ns->inbuf.buf);
290     if (!command && ns->old_mode==Old_Player) {
291     command = find_oldsocket_command2(ns->inbuf.buf);
292     }
293     if (!command) {
294     snprintf(buf, sizeof(buf), "Could not find command: %s\n", ns->inbuf.buf);
295     cs_write_string(ns, buf, strlen(buf));
296     return;
297     }
298    
299     /* This is a bit of a hack, but works. Basically, we make some
300     * fake object and player pointers and give at it.
301     * This works as long as the functions we are calling don't need
302     * to do anything to the object structure (ie, they are only
303     * outputting information and not actually updating anything much.)
304     */
305     ob.contr = &pl;
306     pl.ob = &ob;
307     ob.type = PLAYER;
308     pl.listening = 10;
309     pl.socket = *ns;
310     pl.outputs_count = 1;
311     ob.name = ns->comment;
312    
313     command(&ob, cp);
314     }
315    
316    
317     /**
318     * Handle client input.
319     *
320     * HandleClient is actually not named really well - we only get here once
321     * there is input, so we don't do exception or other stuff here.
322     * sock is the output socket information. pl is the player associated
323     * with this socket, null if no player (one of the init_sockets for just
324     * starting a connection)
325     */
326    
327     void HandleClient(NewSocket *ns, player *pl)
328     {
329 root 1.3 int len=0,i,cnt;
330 root 1.1 unsigned char *data;
331    
332     /* Loop through this - maybe we have several complete packets here. */
333 root 1.4 // limit to a few commands only, though, as to not monopolise the server
334 root 1.6 for (cnt = 16; cnt--; ) {
335 root 1.1 /* If it is a player, and they don't have any speed left, we
336     * return, and will read in the data when they do have time.
337     */
338     if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) {
339     return;
340     }
341    
342     if (ns->status == Ns_Old) {
343     Handle_Oldsocket(ns);
344     return;
345     }
346     i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1);
347     /* Special hack - let the user switch to old mode if in the Ns_Add
348     * phase. Don't demand they add in the special length bytes
349     */
350     if (ns->status == Ns_Add) {
351     if (!strncasecmp(ns->inbuf.buf,"oldsocketmode", 13)) {
352     ns->status = Ns_Old;
353     ns->inbuf.len=0;
354     cs_write_string(ns, "Switched to old socket mode\n", 28);
355     LOG(llevDebug,"Switched socket to old socket mode\n");
356     return;
357     }
358     }
359    
360     if (i<0) {
361     #ifdef ESRV_DEBUG
362     LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None"));
363     #endif
364     /* Caller will take care of cleaning this up */
365     ns->status =Ns_Dead;
366     return;
367     }
368     /* Still dont have a full packet */
369     if (i==0) return;
370    
371     /* First, break out beginning word. There are at least
372     * a few commands that do not have any paremeters. If
373     * we get such a command, don't worry about trying
374     * to break it up.
375     */
376     data = (unsigned char *)strchr((char*)ns->inbuf.buf +2, ' ');
377     if (data) {
378     *data='\0';
379     data++;
380     len = ns->inbuf.len - (data - ns->inbuf.buf);
381     }
382     else len=0;
383    
384     ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */
385     for (i=0; nscommands[i].cmdname !=NULL; i++) {
386     if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) {
387     nscommands[i].cmdproc((char*)data,len,ns);
388     ns->inbuf.len=0;
389 root 1.7 return;//D// not doing this causes random memory corruption
390 root 1.5 goto next_packet;
391 root 1.1 }
392     }
393     /* Player must be in the playing state or the flag on the
394     * the command must be zero for the user to use the command -
395     * otherwise, a player cam save, be in the play_again state, and
396 root 1.6 * the map they were on gets swapped out, yet things that try to look
397 root 1.1 * at the map causes a crash. If the command is valid, but
398     * one they can't use, we still swallow it up.
399     */
400     if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) {
401     if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) {
402 root 1.6 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
403 root 1.1 plcommands[i].cmdproc((char*)data,len,pl);
404     ns->inbuf.len=0;
405 root 1.7 //D// not doing this causes random memory corruption
406 root 1.6 if (plcommands[i].flag & 2)
407     goto next_packet;
408     return;
409 root 1.1 }
410     }
411     /* If we get here, we didn't find a valid command. Logging
412     * this might be questionable, because a broken client/malicious
413     * user could certainly send a whole bunch of invalid commands.
414     */
415     LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2);
416 root 1.5 next_packet:
417     ;
418 root 1.1 }
419     }
420    
421    
422     /*****************************************************************************
423     *
424     * Low level socket looping - select calls and watchdog udp packet
425     * sending.
426     *
427     ******************************************************************************/
428    
429     #ifdef WATCHDOG
430     /**
431     * Tell watchdog that we are still alive
432     *
433     * I put the function here since we should hopefully already be getting
434     * all the needed include files for socket support
435     */
436    
437     void watchdog(void)
438     {
439     static int fd=-1;
440     static struct sockaddr_in insock;
441    
442     if (fd==-1)
443     {
444     struct protoent *protoent;
445    
446     if ((protoent=getprotobyname("udp"))==NULL ||
447     (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1)
448     {
449     return;
450     }
451     insock.sin_family=AF_INET;
452     insock.sin_port=htons((unsigned short)13325);
453     insock.sin_addr.s_addr=inet_addr("127.0.0.1");
454     }
455     sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock));
456     }
457     #endif
458    
459     extern unsigned long todtick;
460    
461     /** Waits for new connection */
462     static void block_until_new_connection(void)
463     {
464    
465     struct timeval Timeout;
466     fd_set readfs;
467     int cycles;
468    
469     LOG(llevInfo, "Waiting for connections...\n");
470    
471     cycles=1;
472     do {
473     /* Every minutes is a bit often for updates - especially if nothing is going
474     * on. This slows it down to every 6 minutes.
475     */
476     cycles++;
477     if (cycles%2 == 0)
478     tick_the_clock();
479    
480     FD_ZERO(&readfs);
481     FD_SET((uint32)init_sockets[0].fd, &readfs);
482    
483     /* If fastclock is set, we need to seriously slow down the updates
484     * to the metaserver as well as watchdog. Do same for flush_old_maps() -
485     * that is time sensitive, so there is no good reason to call it 2000 times
486     * a second.
487     */
488     if (settings.fastclock > 0) {
489     #ifdef WATCHDOG
490     if (cycles % 120000 == 0) {
491     watchdog();
492     flush_old_maps();
493     }
494     #endif
495     if (cycles == 720000) {
496     metaserver_update();
497     cycles=1;
498     }
499     Timeout.tv_sec=0;
500     Timeout.tv_usec=50;
501     } else {
502     Timeout.tv_sec=60;
503     Timeout.tv_usec=0;
504     if (cycles == 7) {
505     metaserver_update();
506     cycles=1;
507     }
508     flush_old_maps();
509     }
510     }
511     while (select(socket_info.max_filedescriptor, &readfs, NULL, NULL, &Timeout)==0);
512    
513     reset_sleep(); /* Or the game would go too fast */
514     }
515    
516 root 1.8 void flush_sockets(void)
517     {
518     player *pl;
519    
520     for (pl = first_player; pl != NULL; pl = pl->next)
521     if (pl->socket.status != Ns_Dead)
522     Socket_Flush (&pl->socket);
523     }
524 root 1.1
525     /**
526     * This checks the sockets for input and exceptions, does the right thing.
527     *
528     * A bit of this code is grabbed out of socket.c
529     * There are 2 lists we need to look through - init_sockets is a list
530     *
531     */
532     void doeric_server(void)
533     {
534     int i, pollret;
535     fd_set tmp_read, tmp_exceptions, tmp_write;
536     struct sockaddr_in addr;
537     socklen_t addrlen=sizeof(struct sockaddr);
538     player *pl, *next;
539    
540     #ifdef CS_LOGSTATS
541     if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME)
542     write_cs_stats();
543     #endif
544    
545     FD_ZERO(&tmp_read);
546     FD_ZERO(&tmp_write);
547     FD_ZERO(&tmp_exceptions);
548    
549     for(i=0;i<socket_info.allocated_sockets;i++) {
550     if (init_sockets[i].status == Ns_Dead) {
551     free_newsocket(&init_sockets[i]);
552     init_sockets[i].status = Ns_Avail;
553     socket_info.nconns--;
554     } else if (init_sockets[i].status != Ns_Avail){
555     FD_SET((uint32)init_sockets[i].fd, &tmp_read);
556     FD_SET((uint32)init_sockets[i].fd, &tmp_write);
557     FD_SET((uint32)init_sockets[i].fd, &tmp_exceptions);
558     }
559     }
560    
561     /* Go through the players. Let the loop set the next pl value,
562     * since we may remove some
563     */
564     for (pl=first_player; pl!=NULL; ) {
565     if (pl->socket.status == Ns_Dead) {
566     player *npl=pl->next;
567    
568     save_player(pl->ob, 0);
569     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
570     terminate_all_pets(pl->ob);
571     remove_ob(pl->ob);
572     }
573     leave(pl,1);
574     final_free_player(pl);
575     pl=npl;
576     }
577     else {
578     FD_SET((uint32)pl->socket.fd, &tmp_read);
579     FD_SET((uint32)pl->socket.fd, &tmp_write);
580     FD_SET((uint32)pl->socket.fd, &tmp_exceptions);
581     pl=pl->next;
582     }
583     }
584    
585     if (socket_info.nconns==1 && first_player==NULL)
586     block_until_new_connection();
587    
588     /* Reset timeout each time, since some OS's will change the values on
589     * the return from select.
590     */
591     socket_info.timeout.tv_sec = 0;
592     socket_info.timeout.tv_usec = 0;
593    
594     pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write,
595     &tmp_exceptions, &socket_info.timeout);
596    
597     if (pollret==-1) {
598     LOG(llevError, "select failed: %s\n", strerror_local(errno));
599     return;
600     }
601    
602     /* We need to do some of the processing below regardless */
603     /* if (!pollret) return;*/
604    
605     /* Following adds a new connection */
606     if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) {
607     int newsocknum=0;
608    
609     #ifdef ESRV_DEBUG
610     LOG(llevDebug,"doeric_server: New Connection\n");
611     #endif
612     /* If this is the case, all sockets currently in used */
613     if (socket_info.allocated_sockets <= socket_info.nconns) {
614     init_sockets = realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1));
615     if (!init_sockets) fatal(OUT_OF_MEMORY);
616     newsocknum = socket_info.allocated_sockets;
617     socket_info.allocated_sockets++;
618     init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
619     init_sockets[newsocknum].faces_sent = malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent));
620     if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY);
621     init_sockets[newsocknum].status = Ns_Avail;
622     }
623     else {
624     int j;
625    
626     for (j=1; j<socket_info.allocated_sockets; j++)
627     if (init_sockets[j].status == Ns_Avail) {
628     newsocknum=j;
629     break;
630     }
631     }
632     init_sockets[newsocknum].fd=accept(init_sockets[0].fd, (struct sockaddr *)&addr, &addrlen);
633     if (init_sockets[newsocknum].fd==-1) {
634     LOG(llevError, "accept failed: %s\n", strerror_local(errno));
635     }
636     else {
637     char buf[MAX_BUF];
638     long ip;
639     NewSocket *ns;
640    
641     ns = &init_sockets[newsocknum];
642    
643     ip = ntohl(addr.sin_addr.s_addr);
644     sprintf(buf, "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
645    
646     if (checkbanned(NULL, buf)) {
647     LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
648     close(init_sockets[newsocknum].fd);
649     init_sockets[newsocknum].fd = -1;
650     }
651     else {
652     InitConnection(ns, buf);
653     socket_info.nconns++;
654     }
655     }
656     }
657    
658     /* Check for any exceptions/input on the sockets */
659     if (pollret) for(i=1;i<socket_info.allocated_sockets;i++) {
660     if (init_sockets[i].status == Ns_Avail) continue;
661     if (FD_ISSET(init_sockets[i].fd,&tmp_exceptions)) {
662     free_newsocket(&init_sockets[i]);
663     init_sockets[i].status = Ns_Avail;
664     socket_info.nconns--;
665     continue;
666     }
667     if (FD_ISSET(init_sockets[i].fd, &tmp_read)) {
668     HandleClient(&init_sockets[i], NULL);
669     }
670     if (FD_ISSET(init_sockets[i].fd, &tmp_write)) {
671     init_sockets[i].can_write=1;
672     }
673     }
674    
675     /* This does roughly the same thing, but for the players now */
676     for (pl=first_player; pl!=NULL; pl=next) {
677    
678     next=pl->next;
679     if (pl->socket.status==Ns_Dead) continue;
680    
681     if (FD_ISSET(pl->socket.fd,&tmp_write)) {
682     if (!pl->socket.can_write) {
683     #if 0
684     LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name);
685     #endif
686     pl->socket.can_write=1;
687     write_socket_buffer(&pl->socket);
688     }
689     /* if we get an error on the write_socket buffer, no reason to
690     * continue on this socket.
691     */
692     if (pl->socket.status==Ns_Dead) continue;
693     }
694     else pl->socket.can_write=0;
695    
696     if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) {
697     save_player(pl->ob, 0);
698     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
699     terminate_all_pets(pl->ob);
700     remove_ob(pl->ob);
701     }
702     leave(pl,1);
703     final_free_player(pl);
704     }
705     else {
706     HandleClient(&pl->socket, pl);
707     /* If the player has left the game, then the socket status
708     * will be set to this be the leave function. We don't
709     * need to call leave again, as it has already been called
710     * once.
711     */
712     if (pl->socket.status==Ns_Dead) {
713     save_player(pl->ob, 0);
714     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
715     terminate_all_pets(pl->ob);
716     remove_ob(pl->ob);
717     }
718     leave(pl,1);
719     final_free_player(pl);
720     } else {
721    
722     /* Update the players stats once per tick. More efficient than
723     * sending them whenever they change, and probably just as useful
724     */
725     esrv_update_stats(pl);
726     if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) {
727     esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
728     if(pl->last_weight != WEIGHT(pl->ob))
729     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));
730     }
731 root 1.2 /* draw_client_map does sanity checking that map is
732     * valid, so don't do it here.
733     */
734     draw_client_map(pl->ob);
735 root 1.1 if (pl->socket.update_look) esrv_draw_look(pl->ob);
736     }
737     }
738     }
739     }