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/cvs/deliantra/server/socket/loop.c
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:14:44 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_03
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# Content
1
2 /*
3 * static char *rcsid_loop_c =
4 * "$Id: loop.c,v 1.39 2006/01/30 17:00:34 cavesomething Exp $";
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 char *cmdname;
84 func_uint8_int_ns cmdproc;
85 };
86
87 typedef void (*func_uint8_int_pl)(char*, int, player *);
88 struct PlCmdMapping {
89 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 { NULL, NULL, 0} /* terminator */
119 };
120
121 /** Face-related commands */
122 static struct NsCmdMapping nscommands[] = {
123 { "addme", AddMeCmd },
124 { "askface", SendFaceCmd}, /* Added: phil */
125 { "requestinfo", RequestInfo},
126 { "setfacemode", SetFaceMode},
127 { "setsound", SetSound},
128 { "setup", SetUp},
129 { "version", VersionCmd },
130 { "toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize*/
131 { "toggleextendedtext", ToggleExtendedText}, /*Added: tchize*/
132 { "asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies)*/
133 { NULL, NULL} /* terminator (I, II & III)*/
134 };
135
136 /**
137 * RequestInfo is sort of a meta command. There is some specific
138 * request of information, but we call other functions to provide
139 * that information.
140 */
141 void RequestInfo(char *buf, int len, NewSocket *ns)
142 {
143 char *params=NULL, *cp;
144 /* No match */
145 char bigbuf[MAX_BUF];
146 int slen;
147
148 /* Set up replyinfo before we modify any of the buffers - this is used
149 * if we don't find a match.
150 */
151 strcpy(bigbuf,"replyinfo ");
152 slen = strlen(bigbuf);
153 safe_strcat(bigbuf, buf, &slen, MAX_BUF);
154
155 /* find the first space, make it null, and update the
156 * params pointer.
157 */
158 for (cp = buf; *cp != '\0'; cp++)
159 if (*cp==' ') {
160 *cp = '\0';
161 params = cp + 1;
162 break;
163 }
164 if (!strcmp(buf, "image_info")) send_image_info(ns, params);
165 else if (!strcmp(buf,"image_sums")) send_image_sums(ns, params);
166 else if (!strcmp(buf,"skill_info")) send_skill_info(ns, params);
167 else if (!strcmp(buf,"spell_paths")) send_spell_paths(ns, params);
168 else Write_String_To_Socket(ns, bigbuf, len);
169 }
170
171 /**
172 * Handles old socket format.
173 */
174 void Handle_Oldsocket(NewSocket *ns)
175 {
176 int stat,i;
177 CommFunc command;
178 char buf[MAX_BUF],*cp;
179 object ob;
180 player pl;
181
182 /* This is not the most efficient block, but keeps the code simpler -
183 * we basically read a byte at a time until we get a newline, error,
184 * or no more characters to read.
185 */
186 do {
187 if (ns->inbuf.len >= MAXSOCKBUF-1) {
188 ns->status = Ns_Dead;
189 LOG(llevDebug, "Old input socket sent too much data without newline\n");
190 return;
191 }
192 #ifdef WIN32 /* ***win32: change oldsocket read() to recv() */
193 stat = recv(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1,0);
194
195 if (stat==-1 && WSAGetLastError() !=WSAEWOULDBLOCK) {
196 #else
197 do {
198 stat = read(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1);
199 } while ((stat<0) && (errno == EINTR));
200
201 if (stat<0 && errno != EAGAIN && errno !=EWOULDBLOCK) {
202 #endif
203 LOG(llevError, "Cannot read from socket: %s\n", strerror_local(errno));
204 ns->status = Ns_Dead;
205 return;
206 }
207 if (stat == 0) return;
208 } while (ns->inbuf.buf[ns->inbuf.len++]!='\n');
209
210 ns->inbuf.buf[ns->inbuf.len]=0;
211
212 cp = strchr(ns->inbuf.buf, ' ');
213 if (cp) {
214 /* Replace the space with a null, skip any more spaces */
215 *cp++=0;
216 while (isspace(*cp)) cp++;
217 }
218
219 /* Strip off all spaces and control characters from end of line */
220 for (i=ns->inbuf.len-1; i>=0; i--) {
221 if (ns->inbuf.buf[i]<=32) ns->inbuf.buf[i]=0;
222 else break;
223 }
224 ns->inbuf.len=0; /* reset for next read */
225
226 /* If just a return, don't do anything */
227 if (ns->inbuf.buf[0] == 0) return;
228 if (!strcasecmp(ns->inbuf.buf,"quit")) {
229 ns->status = Ns_Dead;
230 return;
231 }
232 if (!strcasecmp(ns->inbuf.buf, "listen")) {
233 if (cp) {
234 char *buf="Socket switched to listen mode\n";
235
236 free(ns->comment);
237 ns->comment = strdup_local(cp);
238 ns->old_mode = Old_Listen;
239 cs_write_string(ns, buf, strlen(buf));
240 } else {
241 char *buf="Need to supply a comment/url to listen\n";
242 cs_write_string(ns, buf, strlen(buf));
243 }
244 return;
245 }
246 if (!strcasecmp(ns->inbuf.buf, "name")) {
247 char *cp1=NULL;
248 if (cp) cp1= strchr(cp, ' ');
249 if (cp1) {
250 *cp1++ = 0;
251 while (isspace(*cp1)) cp1++;
252 }
253 if (!cp || !cp1) {
254 char *buf="Need to provide a name/password to name\n";
255 cs_write_string(ns, buf, strlen(buf));
256 return;
257 }
258
259 if (verify_player(cp, cp1)==0) {
260 char *buf="Welcome back\n";
261 free(ns->comment);
262 ns->comment = strdup_local(cp);
263 ns->old_mode = Old_Player;
264 cs_write_string(ns, buf, strlen(buf));
265 }
266 else if (verify_player(cp, cp1)==2) {
267 ns->password_fails++;
268 if (ns->password_fails >= MAX_PASSWORD_FAILURES) {
269 char *buf="You failed to log in too many times, you will now be kicked.\n";
270 LOG(llevInfo, "A player connecting from %s in oldsocketmode has been dropped for password failure\n",
271 ns->host);
272 cs_write_string(ns, buf, strlen(buf));
273 ns->status = Ns_Dead;
274 }
275 else {
276 char *buf="Could not login you in. Check your name and password.\n";
277 cs_write_string(ns, buf, strlen(buf));
278 }
279 }
280 else {
281 char *buf="Could not login you in. Check your name and password.\n";
282 cs_write_string(ns, buf, strlen(buf));
283 }
284 return;
285 }
286
287 command = find_oldsocket_command(ns->inbuf.buf);
288 if (!command && ns->old_mode==Old_Player) {
289 command = find_oldsocket_command2(ns->inbuf.buf);
290 }
291 if (!command) {
292 snprintf(buf, sizeof(buf), "Could not find command: %s\n", ns->inbuf.buf);
293 cs_write_string(ns, buf, strlen(buf));
294 return;
295 }
296
297 /* This is a bit of a hack, but works. Basically, we make some
298 * fake object and player pointers and give at it.
299 * This works as long as the functions we are calling don't need
300 * to do anything to the object structure (ie, they are only
301 * outputting information and not actually updating anything much.)
302 */
303 ob.contr = &pl;
304 pl.ob = &ob;
305 ob.type = PLAYER;
306 pl.listening = 10;
307 pl.socket = *ns;
308 pl.outputs_count = 1;
309 ob.name = ns->comment;
310
311 command(&ob, cp);
312 }
313
314
315 /**
316 * Handle client input.
317 *
318 * HandleClient is actually not named really well - we only get here once
319 * there is input, so we don't do exception or other stuff here.
320 * sock is the output socket information. pl is the player associated
321 * with this socket, null if no player (one of the init_sockets for just
322 * starting a connection)
323 */
324
325 void HandleClient(NewSocket *ns, player *pl)
326 {
327 int len=0,i;
328 unsigned char *data;
329
330 /* Loop through this - maybe we have several complete packets here. */
331 while (1) {
332 /* If it is a player, and they don't have any speed left, we
333 * return, and will read in the data when they do have time.
334 */
335 if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) {
336 return;
337 }
338
339 if (ns->status == Ns_Old) {
340 Handle_Oldsocket(ns);
341 return;
342 }
343 i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1);
344 /* Special hack - let the user switch to old mode if in the Ns_Add
345 * phase. Don't demand they add in the special length bytes
346 */
347 if (ns->status == Ns_Add) {
348 if (!strncasecmp(ns->inbuf.buf,"oldsocketmode", 13)) {
349 ns->status = Ns_Old;
350 ns->inbuf.len=0;
351 cs_write_string(ns, "Switched to old socket mode\n", 28);
352 LOG(llevDebug,"Switched socket to old socket mode\n");
353 return;
354 }
355 }
356
357 if (i<0) {
358 #ifdef ESRV_DEBUG
359 LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None"));
360 #endif
361 /* Caller will take care of cleaning this up */
362 ns->status =Ns_Dead;
363 return;
364 }
365 /* Still dont have a full packet */
366 if (i==0) return;
367
368 /* First, break out beginning word. There are at least
369 * a few commands that do not have any paremeters. If
370 * we get such a command, don't worry about trying
371 * to break it up.
372 */
373 data = (unsigned char *)strchr((char*)ns->inbuf.buf +2, ' ');
374 if (data) {
375 *data='\0';
376 data++;
377 len = ns->inbuf.len - (data - ns->inbuf.buf);
378 }
379 else len=0;
380
381 ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */
382 for (i=0; nscommands[i].cmdname !=NULL; i++) {
383 if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) {
384 nscommands[i].cmdproc((char*)data,len,ns);
385 ns->inbuf.len=0;
386 return;
387 }
388 }
389 /* Player must be in the playing state or the flag on the
390 * the command must be zero for the user to use the command -
391 * otherwise, a player cam save, be in the play_again state, and
392 * the map they were on getsswapped out, yet things that try to look
393 * at the map causes a crash. If the command is valid, but
394 * one they can't use, we still swallow it up.
395 */
396 if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) {
397 if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) {
398 if (pl->state == ST_PLAYING || plcommands[i].flag == 0)
399 plcommands[i].cmdproc((char*)data,len,pl);
400 ns->inbuf.len=0;
401 return;
402 }
403 }
404 /* If we get here, we didn't find a valid command. Logging
405 * this might be questionable, because a broken client/malicious
406 * user could certainly send a whole bunch of invalid commands.
407 */
408 LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2);
409 }
410 }
411
412
413 /*****************************************************************************
414 *
415 * Low level socket looping - select calls and watchdog udp packet
416 * sending.
417 *
418 ******************************************************************************/
419
420 #ifdef WATCHDOG
421 /**
422 * Tell watchdog that we are still alive
423 *
424 * I put the function here since we should hopefully already be getting
425 * all the needed include files for socket support
426 */
427
428 void watchdog(void)
429 {
430 static int fd=-1;
431 static struct sockaddr_in insock;
432
433 if (fd==-1)
434 {
435 struct protoent *protoent;
436
437 if ((protoent=getprotobyname("udp"))==NULL ||
438 (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1)
439 {
440 return;
441 }
442 insock.sin_family=AF_INET;
443 insock.sin_port=htons((unsigned short)13325);
444 insock.sin_addr.s_addr=inet_addr("127.0.0.1");
445 }
446 sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock));
447 }
448 #endif
449
450 extern unsigned long todtick;
451
452 /** Waits for new connection */
453 static void block_until_new_connection(void)
454 {
455
456 struct timeval Timeout;
457 fd_set readfs;
458 int cycles;
459
460 LOG(llevInfo, "Waiting for connections...\n");
461
462 cycles=1;
463 do {
464 /* Every minutes is a bit often for updates - especially if nothing is going
465 * on. This slows it down to every 6 minutes.
466 */
467 cycles++;
468 if (cycles%2 == 0)
469 tick_the_clock();
470
471 FD_ZERO(&readfs);
472 FD_SET((uint32)init_sockets[0].fd, &readfs);
473
474 /* If fastclock is set, we need to seriously slow down the updates
475 * to the metaserver as well as watchdog. Do same for flush_old_maps() -
476 * that is time sensitive, so there is no good reason to call it 2000 times
477 * a second.
478 */
479 if (settings.fastclock > 0) {
480 #ifdef WATCHDOG
481 if (cycles % 120000 == 0) {
482 watchdog();
483 flush_old_maps();
484 }
485 #endif
486 if (cycles == 720000) {
487 metaserver_update();
488 cycles=1;
489 }
490 Timeout.tv_sec=0;
491 Timeout.tv_usec=50;
492 } else {
493 Timeout.tv_sec=60;
494 Timeout.tv_usec=0;
495 if (cycles == 7) {
496 metaserver_update();
497 cycles=1;
498 }
499 flush_old_maps();
500 }
501 }
502 while (select(socket_info.max_filedescriptor, &readfs, NULL, NULL, &Timeout)==0);
503
504 reset_sleep(); /* Or the game would go too fast */
505 }
506
507
508 /**
509 * This checks the sockets for input and exceptions, does the right thing.
510 *
511 * A bit of this code is grabbed out of socket.c
512 * There are 2 lists we need to look through - init_sockets is a list
513 *
514 */
515 void doeric_server(void)
516 {
517 int i, pollret;
518 fd_set tmp_read, tmp_exceptions, tmp_write;
519 struct sockaddr_in addr;
520 socklen_t addrlen=sizeof(struct sockaddr);
521 player *pl, *next;
522
523 #ifdef CS_LOGSTATS
524 if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME)
525 write_cs_stats();
526 #endif
527
528 FD_ZERO(&tmp_read);
529 FD_ZERO(&tmp_write);
530 FD_ZERO(&tmp_exceptions);
531
532 for(i=0;i<socket_info.allocated_sockets;i++) {
533 if (init_sockets[i].status == Ns_Dead) {
534 free_newsocket(&init_sockets[i]);
535 init_sockets[i].status = Ns_Avail;
536 socket_info.nconns--;
537 } else if (init_sockets[i].status != Ns_Avail){
538 FD_SET((uint32)init_sockets[i].fd, &tmp_read);
539 FD_SET((uint32)init_sockets[i].fd, &tmp_write);
540 FD_SET((uint32)init_sockets[i].fd, &tmp_exceptions);
541 }
542 }
543
544 /* Go through the players. Let the loop set the next pl value,
545 * since we may remove some
546 */
547 for (pl=first_player; pl!=NULL; ) {
548 if (pl->socket.status == Ns_Dead) {
549 player *npl=pl->next;
550
551 save_player(pl->ob, 0);
552 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
553 terminate_all_pets(pl->ob);
554 remove_ob(pl->ob);
555 }
556 leave(pl,1);
557 final_free_player(pl);
558 pl=npl;
559 }
560 else {
561 FD_SET((uint32)pl->socket.fd, &tmp_read);
562 FD_SET((uint32)pl->socket.fd, &tmp_write);
563 FD_SET((uint32)pl->socket.fd, &tmp_exceptions);
564 pl=pl->next;
565 }
566 }
567
568 if (socket_info.nconns==1 && first_player==NULL)
569 block_until_new_connection();
570
571 /* Reset timeout each time, since some OS's will change the values on
572 * the return from select.
573 */
574 socket_info.timeout.tv_sec = 0;
575 socket_info.timeout.tv_usec = 0;
576
577 pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write,
578 &tmp_exceptions, &socket_info.timeout);
579
580 if (pollret==-1) {
581 LOG(llevError, "select failed: %s\n", strerror_local(errno));
582 return;
583 }
584
585 /* We need to do some of the processing below regardless */
586 /* if (!pollret) return;*/
587
588 /* Following adds a new connection */
589 if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) {
590 int newsocknum=0;
591
592 #ifdef ESRV_DEBUG
593 LOG(llevDebug,"doeric_server: New Connection\n");
594 #endif
595 /* If this is the case, all sockets currently in used */
596 if (socket_info.allocated_sockets <= socket_info.nconns) {
597 init_sockets = realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1));
598 if (!init_sockets) fatal(OUT_OF_MEMORY);
599 newsocknum = socket_info.allocated_sockets;
600 socket_info.allocated_sockets++;
601 init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
602 init_sockets[newsocknum].faces_sent = malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent));
603 if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY);
604 init_sockets[newsocknum].status = Ns_Avail;
605 }
606 else {
607 int j;
608
609 for (j=1; j<socket_info.allocated_sockets; j++)
610 if (init_sockets[j].status == Ns_Avail) {
611 newsocknum=j;
612 break;
613 }
614 }
615 init_sockets[newsocknum].fd=accept(init_sockets[0].fd, (struct sockaddr *)&addr, &addrlen);
616 if (init_sockets[newsocknum].fd==-1) {
617 LOG(llevError, "accept failed: %s\n", strerror_local(errno));
618 }
619 else {
620 char buf[MAX_BUF];
621 long ip;
622 NewSocket *ns;
623
624 ns = &init_sockets[newsocknum];
625
626 ip = ntohl(addr.sin_addr.s_addr);
627 sprintf(buf, "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
628
629 if (checkbanned(NULL, buf)) {
630 LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
631 close(init_sockets[newsocknum].fd);
632 init_sockets[newsocknum].fd = -1;
633 }
634 else {
635 InitConnection(ns, buf);
636 socket_info.nconns++;
637 }
638 }
639 }
640
641 /* Check for any exceptions/input on the sockets */
642 if (pollret) for(i=1;i<socket_info.allocated_sockets;i++) {
643 if (init_sockets[i].status == Ns_Avail) continue;
644 if (FD_ISSET(init_sockets[i].fd,&tmp_exceptions)) {
645 free_newsocket(&init_sockets[i]);
646 init_sockets[i].status = Ns_Avail;
647 socket_info.nconns--;
648 continue;
649 }
650 if (FD_ISSET(init_sockets[i].fd, &tmp_read)) {
651 HandleClient(&init_sockets[i], NULL);
652 }
653 if (FD_ISSET(init_sockets[i].fd, &tmp_write)) {
654 init_sockets[i].can_write=1;
655 }
656 }
657
658 /* This does roughly the same thing, but for the players now */
659 for (pl=first_player; pl!=NULL; pl=next) {
660
661 next=pl->next;
662 if (pl->socket.status==Ns_Dead) continue;
663
664 if (FD_ISSET(pl->socket.fd,&tmp_write)) {
665 if (!pl->socket.can_write) {
666 #if 0
667 LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name);
668 #endif
669 pl->socket.can_write=1;
670 write_socket_buffer(&pl->socket);
671 }
672 /* if we get an error on the write_socket buffer, no reason to
673 * continue on this socket.
674 */
675 if (pl->socket.status==Ns_Dead) continue;
676 }
677 else pl->socket.can_write=0;
678
679 if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) {
680 save_player(pl->ob, 0);
681 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
682 terminate_all_pets(pl->ob);
683 remove_ob(pl->ob);
684 }
685 leave(pl,1);
686 final_free_player(pl);
687 }
688 else {
689 HandleClient(&pl->socket, pl);
690 /* If the player has left the game, then the socket status
691 * will be set to this be the leave function. We don't
692 * need to call leave again, as it has already been called
693 * once.
694 */
695 if (pl->socket.status==Ns_Dead) {
696 save_player(pl->ob, 0);
697 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
698 terminate_all_pets(pl->ob);
699 remove_ob(pl->ob);
700 }
701 leave(pl,1);
702 final_free_player(pl);
703 } else {
704
705 /* Update the players stats once per tick. More efficient than
706 * sending them whenever they change, and probably just as useful
707 */
708 esrv_update_stats(pl);
709 if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) {
710 esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
711 if(pl->last_weight != WEIGHT(pl->ob))
712 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));
713 }
714 if (pl->ob->map && pl->ob->map->in_memory==MAP_IN_MEMORY)
715 draw_client_map(pl->ob);
716 if (pl->socket.update_look) esrv_draw_look(pl->ob);
717 }
718 }
719 }
720 }