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/cvs/deliantra/server/socket/loop.c
Revision: 1.2
Committed: Mon Apr 17 06:11:40 2006 UTC (18 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +8 -5 lines
Log Message:
first round of mapinfo command and response, rationalised the coordinate system

File Contents

# Content
1
2 /*
3 * static char *rcsid_loop_c =
4 * "$Id$";
5 */
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 const char *cmdname;
84 func_uint8_int_ns cmdproc;
85 };
86
87 typedef void (*func_uint8_int_pl)(char*, int, player *);
88 struct PlCmdMapping {
89 const char *cmdname;
90 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 { "mapinfo", MapInfoCmd, 0 }, /* CF+ */
119 { 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 int len=0,i;
329 unsigned char *data;
330
331 /* Loop through this - maybe we have several complete packets here. */
332 while (1) {
333 /* If it is a player, and they don't have any speed left, we
334 * return, and will read in the data when they do have time.
335 */
336 if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) {
337 return;
338 }
339
340 if (ns->status == Ns_Old) {
341 Handle_Oldsocket(ns);
342 return;
343 }
344 i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1);
345 /* Special hack - let the user switch to old mode if in the Ns_Add
346 * phase. Don't demand they add in the special length bytes
347 */
348 if (ns->status == Ns_Add) {
349 if (!strncasecmp(ns->inbuf.buf,"oldsocketmode", 13)) {
350 ns->status = Ns_Old;
351 ns->inbuf.len=0;
352 cs_write_string(ns, "Switched to old socket mode\n", 28);
353 LOG(llevDebug,"Switched socket to old socket mode\n");
354 return;
355 }
356 }
357
358 if (i<0) {
359 #ifdef ESRV_DEBUG
360 LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None"));
361 #endif
362 /* Caller will take care of cleaning this up */
363 ns->status =Ns_Dead;
364 return;
365 }
366 /* Still dont have a full packet */
367 if (i==0) return;
368
369 /* First, break out beginning word. There are at least
370 * a few commands that do not have any paremeters. If
371 * we get such a command, don't worry about trying
372 * to break it up.
373 */
374 data = (unsigned char *)strchr((char*)ns->inbuf.buf +2, ' ');
375 if (data) {
376 *data='\0';
377 data++;
378 len = ns->inbuf.len - (data - ns->inbuf.buf);
379 }
380 else len=0;
381
382 ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */
383 for (i=0; nscommands[i].cmdname !=NULL; i++) {
384 if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) {
385 nscommands[i].cmdproc((char*)data,len,ns);
386 ns->inbuf.len=0;
387 return;
388 }
389 }
390 /* Player must be in the playing state or the flag on the
391 * the command must be zero for the user to use the command -
392 * otherwise, a player cam save, be in the play_again state, and
393 * the map they were on getsswapped out, yet things that try to look
394 * at the map causes a crash. If the command is valid, but
395 * one they can't use, we still swallow it up.
396 */
397 if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) {
398 if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) {
399 if (pl->state == ST_PLAYING || plcommands[i].flag == 0)
400 plcommands[i].cmdproc((char*)data,len,pl);
401 ns->inbuf.len=0;
402 return;
403 }
404 }
405 /* If we get here, we didn't find a valid command. Logging
406 * this might be questionable, because a broken client/malicious
407 * user could certainly send a whole bunch of invalid commands.
408 */
409 LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2);
410 }
411 }
412
413
414 /*****************************************************************************
415 *
416 * Low level socket looping - select calls and watchdog udp packet
417 * sending.
418 *
419 ******************************************************************************/
420
421 #ifdef WATCHDOG
422 /**
423 * Tell watchdog that we are still alive
424 *
425 * I put the function here since we should hopefully already be getting
426 * all the needed include files for socket support
427 */
428
429 void watchdog(void)
430 {
431 static int fd=-1;
432 static struct sockaddr_in insock;
433
434 if (fd==-1)
435 {
436 struct protoent *protoent;
437
438 if ((protoent=getprotobyname("udp"))==NULL ||
439 (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1)
440 {
441 return;
442 }
443 insock.sin_family=AF_INET;
444 insock.sin_port=htons((unsigned short)13325);
445 insock.sin_addr.s_addr=inet_addr("127.0.0.1");
446 }
447 sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock));
448 }
449 #endif
450
451 extern unsigned long todtick;
452
453 /** Waits for new connection */
454 static void block_until_new_connection(void)
455 {
456
457 struct timeval Timeout;
458 fd_set readfs;
459 int cycles;
460
461 LOG(llevInfo, "Waiting for connections...\n");
462
463 cycles=1;
464 do {
465 /* Every minutes is a bit often for updates - especially if nothing is going
466 * on. This slows it down to every 6 minutes.
467 */
468 cycles++;
469 if (cycles%2 == 0)
470 tick_the_clock();
471
472 FD_ZERO(&readfs);
473 FD_SET((uint32)init_sockets[0].fd, &readfs);
474
475 /* If fastclock is set, we need to seriously slow down the updates
476 * to the metaserver as well as watchdog. Do same for flush_old_maps() -
477 * that is time sensitive, so there is no good reason to call it 2000 times
478 * a second.
479 */
480 if (settings.fastclock > 0) {
481 #ifdef WATCHDOG
482 if (cycles % 120000 == 0) {
483 watchdog();
484 flush_old_maps();
485 }
486 #endif
487 if (cycles == 720000) {
488 metaserver_update();
489 cycles=1;
490 }
491 Timeout.tv_sec=0;
492 Timeout.tv_usec=50;
493 } else {
494 Timeout.tv_sec=60;
495 Timeout.tv_usec=0;
496 if (cycles == 7) {
497 metaserver_update();
498 cycles=1;
499 }
500 flush_old_maps();
501 }
502 }
503 while (select(socket_info.max_filedescriptor, &readfs, NULL, NULL, &Timeout)==0);
504
505 reset_sleep(); /* Or the game would go too fast */
506 }
507
508
509 /**
510 * This checks the sockets for input and exceptions, does the right thing.
511 *
512 * A bit of this code is grabbed out of socket.c
513 * There are 2 lists we need to look through - init_sockets is a list
514 *
515 */
516 void doeric_server(void)
517 {
518 int i, pollret;
519 fd_set tmp_read, tmp_exceptions, tmp_write;
520 struct sockaddr_in addr;
521 socklen_t addrlen=sizeof(struct sockaddr);
522 player *pl, *next;
523
524 #ifdef CS_LOGSTATS
525 if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME)
526 write_cs_stats();
527 #endif
528
529 FD_ZERO(&tmp_read);
530 FD_ZERO(&tmp_write);
531 FD_ZERO(&tmp_exceptions);
532
533 for(i=0;i<socket_info.allocated_sockets;i++) {
534 if (init_sockets[i].status == Ns_Dead) {
535 free_newsocket(&init_sockets[i]);
536 init_sockets[i].status = Ns_Avail;
537 socket_info.nconns--;
538 } else if (init_sockets[i].status != Ns_Avail){
539 FD_SET((uint32)init_sockets[i].fd, &tmp_read);
540 FD_SET((uint32)init_sockets[i].fd, &tmp_write);
541 FD_SET((uint32)init_sockets[i].fd, &tmp_exceptions);
542 }
543 }
544
545 /* Go through the players. Let the loop set the next pl value,
546 * since we may remove some
547 */
548 for (pl=first_player; pl!=NULL; ) {
549 if (pl->socket.status == Ns_Dead) {
550 player *npl=pl->next;
551
552 save_player(pl->ob, 0);
553 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
554 terminate_all_pets(pl->ob);
555 remove_ob(pl->ob);
556 }
557 leave(pl,1);
558 final_free_player(pl);
559 pl=npl;
560 }
561 else {
562 FD_SET((uint32)pl->socket.fd, &tmp_read);
563 FD_SET((uint32)pl->socket.fd, &tmp_write);
564 FD_SET((uint32)pl->socket.fd, &tmp_exceptions);
565 pl=pl->next;
566 }
567 }
568
569 if (socket_info.nconns==1 && first_player==NULL)
570 block_until_new_connection();
571
572 /* Reset timeout each time, since some OS's will change the values on
573 * the return from select.
574 */
575 socket_info.timeout.tv_sec = 0;
576 socket_info.timeout.tv_usec = 0;
577
578 pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write,
579 &tmp_exceptions, &socket_info.timeout);
580
581 if (pollret==-1) {
582 LOG(llevError, "select failed: %s\n", strerror_local(errno));
583 return;
584 }
585
586 /* We need to do some of the processing below regardless */
587 /* if (!pollret) return;*/
588
589 /* Following adds a new connection */
590 if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) {
591 int newsocknum=0;
592
593 #ifdef ESRV_DEBUG
594 LOG(llevDebug,"doeric_server: New Connection\n");
595 #endif
596 /* If this is the case, all sockets currently in used */
597 if (socket_info.allocated_sockets <= socket_info.nconns) {
598 init_sockets = realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1));
599 if (!init_sockets) fatal(OUT_OF_MEMORY);
600 newsocknum = socket_info.allocated_sockets;
601 socket_info.allocated_sockets++;
602 init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
603 init_sockets[newsocknum].faces_sent = malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent));
604 if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY);
605 init_sockets[newsocknum].status = Ns_Avail;
606 }
607 else {
608 int j;
609
610 for (j=1; j<socket_info.allocated_sockets; j++)
611 if (init_sockets[j].status == Ns_Avail) {
612 newsocknum=j;
613 break;
614 }
615 }
616 init_sockets[newsocknum].fd=accept(init_sockets[0].fd, (struct sockaddr *)&addr, &addrlen);
617 if (init_sockets[newsocknum].fd==-1) {
618 LOG(llevError, "accept failed: %s\n", strerror_local(errno));
619 }
620 else {
621 char buf[MAX_BUF];
622 long ip;
623 NewSocket *ns;
624
625 ns = &init_sockets[newsocknum];
626
627 ip = ntohl(addr.sin_addr.s_addr);
628 sprintf(buf, "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
629
630 if (checkbanned(NULL, buf)) {
631 LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
632 close(init_sockets[newsocknum].fd);
633 init_sockets[newsocknum].fd = -1;
634 }
635 else {
636 InitConnection(ns, buf);
637 socket_info.nconns++;
638 }
639 }
640 }
641
642 /* Check for any exceptions/input on the sockets */
643 if (pollret) for(i=1;i<socket_info.allocated_sockets;i++) {
644 if (init_sockets[i].status == Ns_Avail) continue;
645 if (FD_ISSET(init_sockets[i].fd,&tmp_exceptions)) {
646 free_newsocket(&init_sockets[i]);
647 init_sockets[i].status = Ns_Avail;
648 socket_info.nconns--;
649 continue;
650 }
651 if (FD_ISSET(init_sockets[i].fd, &tmp_read)) {
652 HandleClient(&init_sockets[i], NULL);
653 }
654 if (FD_ISSET(init_sockets[i].fd, &tmp_write)) {
655 init_sockets[i].can_write=1;
656 }
657 }
658
659 /* This does roughly the same thing, but for the players now */
660 for (pl=first_player; pl!=NULL; pl=next) {
661
662 next=pl->next;
663 if (pl->socket.status==Ns_Dead) continue;
664
665 if (FD_ISSET(pl->socket.fd,&tmp_write)) {
666 if (!pl->socket.can_write) {
667 #if 0
668 LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name);
669 #endif
670 pl->socket.can_write=1;
671 write_socket_buffer(&pl->socket);
672 }
673 /* if we get an error on the write_socket buffer, no reason to
674 * continue on this socket.
675 */
676 if (pl->socket.status==Ns_Dead) continue;
677 }
678 else pl->socket.can_write=0;
679
680 if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) {
681 save_player(pl->ob, 0);
682 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
683 terminate_all_pets(pl->ob);
684 remove_ob(pl->ob);
685 }
686 leave(pl,1);
687 final_free_player(pl);
688 }
689 else {
690 HandleClient(&pl->socket, pl);
691 /* If the player has left the game, then the socket status
692 * will be set to this be the leave function. We don't
693 * need to call leave again, as it has already been called
694 * once.
695 */
696 if (pl->socket.status==Ns_Dead) {
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 } else {
705
706 /* Update the players stats once per tick. More efficient than
707 * sending them whenever they change, and probably just as useful
708 */
709 esrv_update_stats(pl);
710 if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) {
711 esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
712 if(pl->last_weight != WEIGHT(pl->ob))
713 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));
714 }
715 /* draw_client_map does sanity checking that map is
716 * valid, so don't do it here.
717 */
718 draw_client_map(pl->ob);
719 if (pl->socket.update_look) esrv_draw_look(pl->ob);
720 }
721 }
722 }
723 }