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/cvs/deliantra/server/socket/loop.c
Revision: 1.9
Committed: Sun Jun 11 15:02:17 2006 UTC (17 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +1 -0 lines
Log Message:
implement 'ext' packet for extensions to hook directly into the protocol

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 1.9 { "ext", ExtCmd, 2}, /* CF+ */
120 root 1.1 { NULL, NULL, 0} /* terminator */
121     };
122    
123     /** Face-related commands */
124     static struct NsCmdMapping nscommands[] = {
125     { "addme", AddMeCmd },
126     { "askface", SendFaceCmd}, /* Added: phil */
127     { "requestinfo", RequestInfo},
128     { "setfacemode", SetFaceMode},
129     { "setsound", SetSound},
130     { "setup", SetUp},
131     { "version", VersionCmd },
132     { "toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize*/
133     { "toggleextendedtext", ToggleExtendedText}, /*Added: tchize*/
134     { "asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies)*/
135     { NULL, NULL} /* terminator (I, II & III)*/
136     };
137    
138     /**
139     * RequestInfo is sort of a meta command. There is some specific
140     * request of information, but we call other functions to provide
141     * that information.
142     */
143     void RequestInfo(char *buf, int len, NewSocket *ns)
144     {
145     char *params=NULL, *cp;
146     /* No match */
147     char bigbuf[MAX_BUF];
148     int slen;
149    
150     /* Set up replyinfo before we modify any of the buffers - this is used
151     * if we don't find a match.
152     */
153     strcpy(bigbuf,"replyinfo ");
154     slen = strlen(bigbuf);
155     safe_strcat(bigbuf, buf, &slen, MAX_BUF);
156    
157     /* find the first space, make it null, and update the
158     * params pointer.
159     */
160     for (cp = buf; *cp != '\0'; cp++)
161     if (*cp==' ') {
162     *cp = '\0';
163     params = cp + 1;
164     break;
165     }
166     if (!strcmp(buf, "image_info")) send_image_info(ns, params);
167     else if (!strcmp(buf,"image_sums")) send_image_sums(ns, params);
168     else if (!strcmp(buf,"skill_info")) send_skill_info(ns, params);
169     else if (!strcmp(buf,"spell_paths")) send_spell_paths(ns, params);
170     else Write_String_To_Socket(ns, bigbuf, len);
171     }
172    
173     /**
174     * Handles old socket format.
175     */
176     void Handle_Oldsocket(NewSocket *ns)
177     {
178     int stat,i;
179     CommFunc command;
180     char buf[MAX_BUF],*cp;
181     object ob;
182     player pl;
183    
184     /* This is not the most efficient block, but keeps the code simpler -
185     * we basically read a byte at a time until we get a newline, error,
186     * or no more characters to read.
187     */
188     do {
189 root 1.6 /* hack to disable old socket mode without creating too many conflicts */
190     if (1 || ns->inbuf.len >= MAXSOCKBUF-1) {
191 root 1.1 ns->status = Ns_Dead;
192     LOG(llevDebug, "Old input socket sent too much data without newline\n");
193     return;
194     }
195     #ifdef WIN32 /* ***win32: change oldsocket read() to recv() */
196     stat = recv(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1,0);
197    
198     if (stat==-1 && WSAGetLastError() !=WSAEWOULDBLOCK) {
199     #else
200     do {
201     stat = read(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1);
202     } while ((stat<0) && (errno == EINTR));
203    
204     if (stat<0 && errno != EAGAIN && errno !=EWOULDBLOCK) {
205     #endif
206     LOG(llevError, "Cannot read from socket: %s\n", strerror_local(errno));
207     ns->status = Ns_Dead;
208     return;
209     }
210     if (stat == 0) return;
211     } while (ns->inbuf.buf[ns->inbuf.len++]!='\n');
212    
213     ns->inbuf.buf[ns->inbuf.len]=0;
214    
215     cp = strchr(ns->inbuf.buf, ' ');
216     if (cp) {
217     /* Replace the space with a null, skip any more spaces */
218     *cp++=0;
219     while (isspace(*cp)) cp++;
220     }
221    
222     /* Strip off all spaces and control characters from end of line */
223     for (i=ns->inbuf.len-1; i>=0; i--) {
224     if (ns->inbuf.buf[i]<=32) ns->inbuf.buf[i]=0;
225     else break;
226     }
227     ns->inbuf.len=0; /* reset for next read */
228    
229     /* If just a return, don't do anything */
230     if (ns->inbuf.buf[0] == 0) return;
231     if (!strcasecmp(ns->inbuf.buf,"quit")) {
232     ns->status = Ns_Dead;
233     return;
234     }
235     if (!strcasecmp(ns->inbuf.buf, "listen")) {
236     if (cp) {
237     char *buf="Socket switched to listen mode\n";
238    
239     free(ns->comment);
240     ns->comment = strdup_local(cp);
241     ns->old_mode = Old_Listen;
242     cs_write_string(ns, buf, strlen(buf));
243     } else {
244     char *buf="Need to supply a comment/url to listen\n";
245     cs_write_string(ns, buf, strlen(buf));
246     }
247     return;
248     }
249     if (!strcasecmp(ns->inbuf.buf, "name")) {
250     char *cp1=NULL;
251     if (cp) cp1= strchr(cp, ' ');
252     if (cp1) {
253     *cp1++ = 0;
254     while (isspace(*cp1)) cp1++;
255     }
256     if (!cp || !cp1) {
257     char *buf="Need to provide a name/password to name\n";
258     cs_write_string(ns, buf, strlen(buf));
259     return;
260     }
261    
262     if (verify_player(cp, cp1)==0) {
263     char *buf="Welcome back\n";
264     free(ns->comment);
265     ns->comment = strdup_local(cp);
266     ns->old_mode = Old_Player;
267     cs_write_string(ns, buf, strlen(buf));
268     }
269     else if (verify_player(cp, cp1)==2) {
270     ns->password_fails++;
271     if (ns->password_fails >= MAX_PASSWORD_FAILURES) {
272     char *buf="You failed to log in too many times, you will now be kicked.\n";
273     LOG(llevInfo, "A player connecting from %s in oldsocketmode has been dropped for password failure\n",
274     ns->host);
275     cs_write_string(ns, buf, strlen(buf));
276     ns->status = Ns_Dead;
277     }
278     else {
279     char *buf="Could not login you in. Check your name and password.\n";
280     cs_write_string(ns, buf, strlen(buf));
281     }
282     }
283     else {
284     char *buf="Could not login you in. Check your name and password.\n";
285     cs_write_string(ns, buf, strlen(buf));
286     }
287     return;
288     }
289    
290     command = find_oldsocket_command(ns->inbuf.buf);
291     if (!command && ns->old_mode==Old_Player) {
292     command = find_oldsocket_command2(ns->inbuf.buf);
293     }
294     if (!command) {
295     snprintf(buf, sizeof(buf), "Could not find command: %s\n", ns->inbuf.buf);
296     cs_write_string(ns, buf, strlen(buf));
297     return;
298     }
299    
300     /* This is a bit of a hack, but works. Basically, we make some
301     * fake object and player pointers and give at it.
302     * This works as long as the functions we are calling don't need
303     * to do anything to the object structure (ie, they are only
304     * outputting information and not actually updating anything much.)
305     */
306     ob.contr = &pl;
307     pl.ob = &ob;
308     ob.type = PLAYER;
309     pl.listening = 10;
310     pl.socket = *ns;
311     pl.outputs_count = 1;
312     ob.name = ns->comment;
313    
314     command(&ob, cp);
315     }
316    
317    
318     /**
319     * Handle client input.
320     *
321     * HandleClient is actually not named really well - we only get here once
322     * there is input, so we don't do exception or other stuff here.
323     * sock is the output socket information. pl is the player associated
324     * with this socket, null if no player (one of the init_sockets for just
325     * starting a connection)
326     */
327    
328     void HandleClient(NewSocket *ns, player *pl)
329     {
330 root 1.3 int len=0,i,cnt;
331 root 1.1 unsigned char *data;
332    
333     /* Loop through this - maybe we have several complete packets here. */
334 root 1.4 // limit to a few commands only, though, as to not monopolise the server
335 root 1.6 for (cnt = 16; cnt--; ) {
336 root 1.1 /* If it is a player, and they don't have any speed left, we
337     * return, and will read in the data when they do have time.
338     */
339     if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) {
340     return;
341     }
342    
343     if (ns->status == Ns_Old) {
344     Handle_Oldsocket(ns);
345     return;
346     }
347     i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1);
348     /* Special hack - let the user switch to old mode if in the Ns_Add
349     * phase. Don't demand they add in the special length bytes
350     */
351     if (ns->status == Ns_Add) {
352     if (!strncasecmp(ns->inbuf.buf,"oldsocketmode", 13)) {
353     ns->status = Ns_Old;
354     ns->inbuf.len=0;
355     cs_write_string(ns, "Switched to old socket mode\n", 28);
356     LOG(llevDebug,"Switched socket to old socket mode\n");
357     return;
358     }
359     }
360    
361     if (i<0) {
362     #ifdef ESRV_DEBUG
363     LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None"));
364     #endif
365     /* Caller will take care of cleaning this up */
366     ns->status =Ns_Dead;
367     return;
368     }
369     /* Still dont have a full packet */
370     if (i==0) return;
371    
372     /* First, break out beginning word. There are at least
373     * a few commands that do not have any paremeters. If
374     * we get such a command, don't worry about trying
375     * to break it up.
376     */
377     data = (unsigned char *)strchr((char*)ns->inbuf.buf +2, ' ');
378     if (data) {
379     *data='\0';
380     data++;
381     len = ns->inbuf.len - (data - ns->inbuf.buf);
382     }
383     else len=0;
384    
385     ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */
386     for (i=0; nscommands[i].cmdname !=NULL; i++) {
387     if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) {
388     nscommands[i].cmdproc((char*)data,len,ns);
389     ns->inbuf.len=0;
390 root 1.7 return;//D// not doing this causes random memory corruption
391 root 1.5 goto next_packet;
392 root 1.1 }
393     }
394     /* Player must be in the playing state or the flag on the
395     * the command must be zero for the user to use the command -
396     * otherwise, a player cam save, be in the play_again state, and
397 root 1.6 * the map they were on gets swapped out, yet things that try to look
398 root 1.1 * at the map causes a crash. If the command is valid, but
399     * one they can't use, we still swallow it up.
400     */
401     if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) {
402     if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) {
403 root 1.6 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
404 root 1.1 plcommands[i].cmdproc((char*)data,len,pl);
405     ns->inbuf.len=0;
406 root 1.7 //D// not doing this causes random memory corruption
407 root 1.6 if (plcommands[i].flag & 2)
408     goto next_packet;
409     return;
410 root 1.1 }
411     }
412     /* If we get here, we didn't find a valid command. Logging
413     * this might be questionable, because a broken client/malicious
414     * user could certainly send a whole bunch of invalid commands.
415     */
416     LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2);
417 root 1.5 next_packet:
418     ;
419 root 1.1 }
420     }
421    
422    
423     /*****************************************************************************
424     *
425     * Low level socket looping - select calls and watchdog udp packet
426     * sending.
427     *
428     ******************************************************************************/
429    
430     #ifdef WATCHDOG
431     /**
432     * Tell watchdog that we are still alive
433     *
434     * I put the function here since we should hopefully already be getting
435     * all the needed include files for socket support
436     */
437    
438     void watchdog(void)
439     {
440     static int fd=-1;
441     static struct sockaddr_in insock;
442    
443     if (fd==-1)
444     {
445     struct protoent *protoent;
446    
447     if ((protoent=getprotobyname("udp"))==NULL ||
448     (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1)
449     {
450     return;
451     }
452     insock.sin_family=AF_INET;
453     insock.sin_port=htons((unsigned short)13325);
454     insock.sin_addr.s_addr=inet_addr("127.0.0.1");
455     }
456     sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock));
457     }
458     #endif
459    
460     extern unsigned long todtick;
461    
462     /** Waits for new connection */
463     static void block_until_new_connection(void)
464     {
465    
466     struct timeval Timeout;
467     fd_set readfs;
468     int cycles;
469    
470     LOG(llevInfo, "Waiting for connections...\n");
471    
472     cycles=1;
473     do {
474     /* Every minutes is a bit often for updates - especially if nothing is going
475     * on. This slows it down to every 6 minutes.
476     */
477     cycles++;
478     if (cycles%2 == 0)
479     tick_the_clock();
480    
481     FD_ZERO(&readfs);
482     FD_SET((uint32)init_sockets[0].fd, &readfs);
483    
484     /* If fastclock is set, we need to seriously slow down the updates
485     * to the metaserver as well as watchdog. Do same for flush_old_maps() -
486     * that is time sensitive, so there is no good reason to call it 2000 times
487     * a second.
488     */
489     if (settings.fastclock > 0) {
490     #ifdef WATCHDOG
491     if (cycles % 120000 == 0) {
492     watchdog();
493     flush_old_maps();
494     }
495     #endif
496     if (cycles == 720000) {
497     metaserver_update();
498     cycles=1;
499     }
500     Timeout.tv_sec=0;
501     Timeout.tv_usec=50;
502     } else {
503     Timeout.tv_sec=60;
504     Timeout.tv_usec=0;
505     if (cycles == 7) {
506     metaserver_update();
507     cycles=1;
508     }
509     flush_old_maps();
510     }
511     }
512     while (select(socket_info.max_filedescriptor, &readfs, NULL, NULL, &Timeout)==0);
513    
514     reset_sleep(); /* Or the game would go too fast */
515     }
516    
517 root 1.8 void flush_sockets(void)
518     {
519     player *pl;
520    
521     for (pl = first_player; pl != NULL; pl = pl->next)
522     if (pl->socket.status != Ns_Dead)
523     Socket_Flush (&pl->socket);
524     }
525 root 1.1
526     /**
527     * This checks the sockets for input and exceptions, does the right thing.
528     *
529     * A bit of this code is grabbed out of socket.c
530     * There are 2 lists we need to look through - init_sockets is a list
531     *
532     */
533     void doeric_server(void)
534     {
535     int i, pollret;
536     fd_set tmp_read, tmp_exceptions, tmp_write;
537     struct sockaddr_in addr;
538     socklen_t addrlen=sizeof(struct sockaddr);
539     player *pl, *next;
540    
541     #ifdef CS_LOGSTATS
542     if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME)
543     write_cs_stats();
544     #endif
545    
546     FD_ZERO(&tmp_read);
547     FD_ZERO(&tmp_write);
548     FD_ZERO(&tmp_exceptions);
549    
550     for(i=0;i<socket_info.allocated_sockets;i++) {
551     if (init_sockets[i].status == Ns_Dead) {
552     free_newsocket(&init_sockets[i]);
553     init_sockets[i].status = Ns_Avail;
554     socket_info.nconns--;
555     } else if (init_sockets[i].status != Ns_Avail){
556     FD_SET((uint32)init_sockets[i].fd, &tmp_read);
557     FD_SET((uint32)init_sockets[i].fd, &tmp_write);
558     FD_SET((uint32)init_sockets[i].fd, &tmp_exceptions);
559     }
560     }
561    
562     /* Go through the players. Let the loop set the next pl value,
563     * since we may remove some
564     */
565     for (pl=first_player; pl!=NULL; ) {
566     if (pl->socket.status == Ns_Dead) {
567     player *npl=pl->next;
568    
569     save_player(pl->ob, 0);
570     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
571     terminate_all_pets(pl->ob);
572     remove_ob(pl->ob);
573     }
574     leave(pl,1);
575     final_free_player(pl);
576     pl=npl;
577     }
578     else {
579     FD_SET((uint32)pl->socket.fd, &tmp_read);
580     FD_SET((uint32)pl->socket.fd, &tmp_write);
581     FD_SET((uint32)pl->socket.fd, &tmp_exceptions);
582     pl=pl->next;
583     }
584     }
585    
586     if (socket_info.nconns==1 && first_player==NULL)
587     block_until_new_connection();
588    
589     /* Reset timeout each time, since some OS's will change the values on
590     * the return from select.
591     */
592     socket_info.timeout.tv_sec = 0;
593     socket_info.timeout.tv_usec = 0;
594    
595     pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write,
596     &tmp_exceptions, &socket_info.timeout);
597    
598     if (pollret==-1) {
599     LOG(llevError, "select failed: %s\n", strerror_local(errno));
600     return;
601     }
602    
603     /* We need to do some of the processing below regardless */
604     /* if (!pollret) return;*/
605    
606     /* Following adds a new connection */
607     if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) {
608     int newsocknum=0;
609    
610     #ifdef ESRV_DEBUG
611     LOG(llevDebug,"doeric_server: New Connection\n");
612     #endif
613     /* If this is the case, all sockets currently in used */
614     if (socket_info.allocated_sockets <= socket_info.nconns) {
615     init_sockets = realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1));
616     if (!init_sockets) fatal(OUT_OF_MEMORY);
617     newsocknum = socket_info.allocated_sockets;
618     socket_info.allocated_sockets++;
619     init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
620     init_sockets[newsocknum].faces_sent = malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent));
621     if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY);
622     init_sockets[newsocknum].status = Ns_Avail;
623     }
624     else {
625     int j;
626    
627     for (j=1; j<socket_info.allocated_sockets; j++)
628     if (init_sockets[j].status == Ns_Avail) {
629     newsocknum=j;
630     break;
631     }
632     }
633     init_sockets[newsocknum].fd=accept(init_sockets[0].fd, (struct sockaddr *)&addr, &addrlen);
634     if (init_sockets[newsocknum].fd==-1) {
635     LOG(llevError, "accept failed: %s\n", strerror_local(errno));
636     }
637     else {
638     char buf[MAX_BUF];
639     long ip;
640     NewSocket *ns;
641    
642     ns = &init_sockets[newsocknum];
643    
644     ip = ntohl(addr.sin_addr.s_addr);
645     sprintf(buf, "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
646    
647     if (checkbanned(NULL, buf)) {
648     LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
649     close(init_sockets[newsocknum].fd);
650     init_sockets[newsocknum].fd = -1;
651     }
652     else {
653     InitConnection(ns, buf);
654     socket_info.nconns++;
655     }
656     }
657     }
658    
659     /* Check for any exceptions/input on the sockets */
660     if (pollret) for(i=1;i<socket_info.allocated_sockets;i++) {
661     if (init_sockets[i].status == Ns_Avail) continue;
662     if (FD_ISSET(init_sockets[i].fd,&tmp_exceptions)) {
663     free_newsocket(&init_sockets[i]);
664     init_sockets[i].status = Ns_Avail;
665     socket_info.nconns--;
666     continue;
667     }
668     if (FD_ISSET(init_sockets[i].fd, &tmp_read)) {
669     HandleClient(&init_sockets[i], NULL);
670     }
671     if (FD_ISSET(init_sockets[i].fd, &tmp_write)) {
672     init_sockets[i].can_write=1;
673     }
674     }
675    
676     /* This does roughly the same thing, but for the players now */
677     for (pl=first_player; pl!=NULL; pl=next) {
678    
679     next=pl->next;
680     if (pl->socket.status==Ns_Dead) continue;
681    
682     if (FD_ISSET(pl->socket.fd,&tmp_write)) {
683     if (!pl->socket.can_write) {
684     #if 0
685     LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name);
686     #endif
687     pl->socket.can_write=1;
688     write_socket_buffer(&pl->socket);
689     }
690     /* if we get an error on the write_socket buffer, no reason to
691     * continue on this socket.
692     */
693     if (pl->socket.status==Ns_Dead) continue;
694     }
695     else pl->socket.can_write=0;
696    
697     if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) {
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     }
706     else {
707     HandleClient(&pl->socket, pl);
708     /* If the player has left the game, then the socket status
709     * will be set to this be the leave function. We don't
710     * need to call leave again, as it has already been called
711     * once.
712     */
713     if (pl->socket.status==Ns_Dead) {
714     save_player(pl->ob, 0);
715     if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
716     terminate_all_pets(pl->ob);
717     remove_ob(pl->ob);
718     }
719     leave(pl,1);
720     final_free_player(pl);
721     } else {
722    
723     /* Update the players stats once per tick. More efficient than
724     * sending them whenever they change, and probably just as useful
725     */
726     esrv_update_stats(pl);
727     if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) {
728     esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
729     if(pl->last_weight != WEIGHT(pl->ob))
730     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));
731     }
732 root 1.2 /* draw_client_map does sanity checking that map is
733     * valid, so don't do it here.
734     */
735     draw_client_map(pl->ob);
736 root 1.1 if (pl->socket.update_look) esrv_draw_look(pl->ob);
737     }
738     }
739     }
740     }