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/cvs/deliantra/server/socket/loop.c
Revision: 1.7
Committed: Fri Apr 28 16:24:03 2006 UTC (18 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +3 -2 lines
Log Message:
refreshed makefiles

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, 2}, /* 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 /* hack to disable old socket mode without creating too many conflicts */
189 if (1 || ns->inbuf.len >= MAXSOCKBUF-1) {
190 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 int len=0,i,cnt;
330 unsigned char *data;
331
332 /* Loop through this - maybe we have several complete packets here. */
333 // limit to a few commands only, though, as to not monopolise the server
334 for (cnt = 16; cnt--; ) {
335 /* 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 return;//D// not doing this causes random memory corruption
390 goto next_packet;
391 }
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 * the map they were on gets swapped out, yet things that try to look
397 * 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 if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1))
403 plcommands[i].cmdproc((char*)data,len,pl);
404 ns->inbuf.len=0;
405 //D// not doing this causes random memory corruption
406 if (plcommands[i].flag & 2)
407 goto next_packet;
408 return;
409 }
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 next_packet:
417 ;
418 }
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
517 /**
518 * This checks the sockets for input and exceptions, does the right thing.
519 *
520 * A bit of this code is grabbed out of socket.c
521 * There are 2 lists we need to look through - init_sockets is a list
522 *
523 */
524 void doeric_server(void)
525 {
526 int i, pollret;
527 fd_set tmp_read, tmp_exceptions, tmp_write;
528 struct sockaddr_in addr;
529 socklen_t addrlen=sizeof(struct sockaddr);
530 player *pl, *next;
531
532 #ifdef CS_LOGSTATS
533 if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME)
534 write_cs_stats();
535 #endif
536
537 FD_ZERO(&tmp_read);
538 FD_ZERO(&tmp_write);
539 FD_ZERO(&tmp_exceptions);
540
541 for(i=0;i<socket_info.allocated_sockets;i++) {
542 if (init_sockets[i].status == Ns_Dead) {
543 free_newsocket(&init_sockets[i]);
544 init_sockets[i].status = Ns_Avail;
545 socket_info.nconns--;
546 } else if (init_sockets[i].status != Ns_Avail){
547 FD_SET((uint32)init_sockets[i].fd, &tmp_read);
548 FD_SET((uint32)init_sockets[i].fd, &tmp_write);
549 FD_SET((uint32)init_sockets[i].fd, &tmp_exceptions);
550 }
551 }
552
553 /* Go through the players. Let the loop set the next pl value,
554 * since we may remove some
555 */
556 for (pl=first_player; pl!=NULL; ) {
557 if (pl->socket.status == Ns_Dead) {
558 player *npl=pl->next;
559
560 save_player(pl->ob, 0);
561 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
562 terminate_all_pets(pl->ob);
563 remove_ob(pl->ob);
564 }
565 leave(pl,1);
566 final_free_player(pl);
567 pl=npl;
568 }
569 else {
570 FD_SET((uint32)pl->socket.fd, &tmp_read);
571 FD_SET((uint32)pl->socket.fd, &tmp_write);
572 FD_SET((uint32)pl->socket.fd, &tmp_exceptions);
573 pl=pl->next;
574 }
575 }
576
577 if (socket_info.nconns==1 && first_player==NULL)
578 block_until_new_connection();
579
580 /* Reset timeout each time, since some OS's will change the values on
581 * the return from select.
582 */
583 socket_info.timeout.tv_sec = 0;
584 socket_info.timeout.tv_usec = 0;
585
586 pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write,
587 &tmp_exceptions, &socket_info.timeout);
588
589 if (pollret==-1) {
590 LOG(llevError, "select failed: %s\n", strerror_local(errno));
591 return;
592 }
593
594 /* We need to do some of the processing below regardless */
595 /* if (!pollret) return;*/
596
597 /* Following adds a new connection */
598 if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) {
599 int newsocknum=0;
600
601 #ifdef ESRV_DEBUG
602 LOG(llevDebug,"doeric_server: New Connection\n");
603 #endif
604 /* If this is the case, all sockets currently in used */
605 if (socket_info.allocated_sockets <= socket_info.nconns) {
606 init_sockets = realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1));
607 if (!init_sockets) fatal(OUT_OF_MEMORY);
608 newsocknum = socket_info.allocated_sockets;
609 socket_info.allocated_sockets++;
610 init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
611 init_sockets[newsocknum].faces_sent = malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent));
612 if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY);
613 init_sockets[newsocknum].status = Ns_Avail;
614 }
615 else {
616 int j;
617
618 for (j=1; j<socket_info.allocated_sockets; j++)
619 if (init_sockets[j].status == Ns_Avail) {
620 newsocknum=j;
621 break;
622 }
623 }
624 init_sockets[newsocknum].fd=accept(init_sockets[0].fd, (struct sockaddr *)&addr, &addrlen);
625 if (init_sockets[newsocknum].fd==-1) {
626 LOG(llevError, "accept failed: %s\n", strerror_local(errno));
627 }
628 else {
629 char buf[MAX_BUF];
630 long ip;
631 NewSocket *ns;
632
633 ns = &init_sockets[newsocknum];
634
635 ip = ntohl(addr.sin_addr.s_addr);
636 sprintf(buf, "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
637
638 if (checkbanned(NULL, buf)) {
639 LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
640 close(init_sockets[newsocknum].fd);
641 init_sockets[newsocknum].fd = -1;
642 }
643 else {
644 InitConnection(ns, buf);
645 socket_info.nconns++;
646 }
647 }
648 }
649
650 /* Check for any exceptions/input on the sockets */
651 if (pollret) for(i=1;i<socket_info.allocated_sockets;i++) {
652 if (init_sockets[i].status == Ns_Avail) continue;
653 if (FD_ISSET(init_sockets[i].fd,&tmp_exceptions)) {
654 free_newsocket(&init_sockets[i]);
655 init_sockets[i].status = Ns_Avail;
656 socket_info.nconns--;
657 continue;
658 }
659 if (FD_ISSET(init_sockets[i].fd, &tmp_read)) {
660 HandleClient(&init_sockets[i], NULL);
661 }
662 if (FD_ISSET(init_sockets[i].fd, &tmp_write)) {
663 init_sockets[i].can_write=1;
664 }
665 }
666
667 /* This does roughly the same thing, but for the players now */
668 for (pl=first_player; pl!=NULL; pl=next) {
669
670 next=pl->next;
671 if (pl->socket.status==Ns_Dead) continue;
672
673 if (FD_ISSET(pl->socket.fd,&tmp_write)) {
674 if (!pl->socket.can_write) {
675 #if 0
676 LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name);
677 #endif
678 pl->socket.can_write=1;
679 write_socket_buffer(&pl->socket);
680 }
681 /* if we get an error on the write_socket buffer, no reason to
682 * continue on this socket.
683 */
684 if (pl->socket.status==Ns_Dead) continue;
685 }
686 else pl->socket.can_write=0;
687
688 if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) {
689 save_player(pl->ob, 0);
690 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
691 terminate_all_pets(pl->ob);
692 remove_ob(pl->ob);
693 }
694 leave(pl,1);
695 final_free_player(pl);
696 }
697 else {
698 HandleClient(&pl->socket, pl);
699 /* If the player has left the game, then the socket status
700 * will be set to this be the leave function. We don't
701 * need to call leave again, as it has already been called
702 * once.
703 */
704 if (pl->socket.status==Ns_Dead) {
705 save_player(pl->ob, 0);
706 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
707 terminate_all_pets(pl->ob);
708 remove_ob(pl->ob);
709 }
710 leave(pl,1);
711 final_free_player(pl);
712 } else {
713
714 /* Update the players stats once per tick. More efficient than
715 * sending them whenever they change, and probably just as useful
716 */
717 esrv_update_stats(pl);
718 if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) {
719 esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
720 if(pl->last_weight != WEIGHT(pl->ob))
721 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));
722 }
723 /* draw_client_map does sanity checking that map is
724 * valid, so don't do it here.
725 */
726 draw_client_map(pl->ob);
727 if (pl->socket.update_look) esrv_draw_look(pl->ob);
728 }
729 }
730 }
731 }