/* * static char *rcsid_loop_c = * "$Id: loop.c,v 1.2 2006/04/17 06:11:40 root Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002-2003 Mark Wedel & The Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The author can be reached via e-mail to crossfire-devel@real-time.com */ /** * \file * Main client/server loops. * * \date 2003-12-02 * * loop.c mainly deals with initialization and higher level socket * maintenance (checking for lost connections and if data has arrived.) * The reading of data is handled in ericserver.c */ #include #ifndef __CEXTRACT__ #include #include #endif #ifndef WIN32 /* ---win32 exclude unix headers */ #include #include #include #include #include #endif /* end win32 */ #ifdef HAVE_UNISTD_H #include #endif #ifdef HAVE_ARPA_INET_H #include #endif #include #include /***************************************************************************** * Start of command dispatch area. * The commands here are protocol commands. ****************************************************************************/ /* Either keep this near the start or end of the file so it is * at least reasonablye easy to find. * There are really 2 commands - those which are sent/received * before player joins, and those happen after the player has joined. * As such, we have function types that might be called, so * we end up having 2 tables. */ typedef void (*func_uint8_int_ns) (char*, int, NewSocket *); struct NsCmdMapping { const char *cmdname; func_uint8_int_ns cmdproc; }; typedef void (*func_uint8_int_pl)(char*, int, player *); struct PlCmdMapping { const char *cmdname; func_uint8_int_pl cmdproc; uint8 flag; }; /** * Dispatch table for the server. * * CmdMapping is the dispatch table for the server, used in HandleClient, * which gets called when the client has input. All commands called here * use the same parameter form (char* data, int len, int clientnum. * We do implicit casts, because the data that is being passed is * unsigned (pretty much needs to be for binary data), however, most * of these treat it only as strings, so it makes things easier * to cast it here instead of a bunch of times in the function itself. * flag is 1 if the player must be in the playing state to issue the * command, 0 if they can issue it at any time. */ static struct PlCmdMapping plcommands[] = { { "examine", ExamineCmd, 1}, { "apply", ApplyCmd, 1}, { "move", MoveCmd, 1}, { "reply", ReplyCmd, 0}, { "command", PlayerCmd, 1}, { "ncom", (func_uint8_int_pl)NewPlayerCmd, 1}, { "lookat", LookAt, 1}, { "lock", (func_uint8_int_pl)LockItem, 1}, { "mark", (func_uint8_int_pl)MarkItem, 1}, { "mapredraw", MapRedrawCmd, 0}, /* Added: phil */ { "mapinfo", MapInfoCmd, 0 }, /* CF+ */ { NULL, NULL, 0} /* terminator */ }; /** Face-related commands */ static struct NsCmdMapping nscommands[] = { { "addme", AddMeCmd }, { "askface", SendFaceCmd}, /* Added: phil */ { "requestinfo", RequestInfo}, { "setfacemode", SetFaceMode}, { "setsound", SetSound}, { "setup", SetUp}, { "version", VersionCmd }, { "toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize*/ { "toggleextendedtext", ToggleExtendedText}, /*Added: tchize*/ { "asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies)*/ { NULL, NULL} /* terminator (I, II & III)*/ }; /** * RequestInfo is sort of a meta command. There is some specific * request of information, but we call other functions to provide * that information. */ void RequestInfo(char *buf, int len, NewSocket *ns) { char *params=NULL, *cp; /* No match */ char bigbuf[MAX_BUF]; int slen; /* Set up replyinfo before we modify any of the buffers - this is used * if we don't find a match. */ strcpy(bigbuf,"replyinfo "); slen = strlen(bigbuf); safe_strcat(bigbuf, buf, &slen, MAX_BUF); /* find the first space, make it null, and update the * params pointer. */ for (cp = buf; *cp != '\0'; cp++) if (*cp==' ') { *cp = '\0'; params = cp + 1; break; } if (!strcmp(buf, "image_info")) send_image_info(ns, params); else if (!strcmp(buf,"image_sums")) send_image_sums(ns, params); else if (!strcmp(buf,"skill_info")) send_skill_info(ns, params); else if (!strcmp(buf,"spell_paths")) send_spell_paths(ns, params); else Write_String_To_Socket(ns, bigbuf, len); } /** * Handles old socket format. */ void Handle_Oldsocket(NewSocket *ns) { int stat,i; CommFunc command; char buf[MAX_BUF],*cp; object ob; player pl; /* This is not the most efficient block, but keeps the code simpler - * we basically read a byte at a time until we get a newline, error, * or no more characters to read. */ do { if (ns->inbuf.len >= MAXSOCKBUF-1) { ns->status = Ns_Dead; LOG(llevDebug, "Old input socket sent too much data without newline\n"); return; } #ifdef WIN32 /* ***win32: change oldsocket read() to recv() */ stat = recv(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1,0); if (stat==-1 && WSAGetLastError() !=WSAEWOULDBLOCK) { #else do { stat = read(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1); } while ((stat<0) && (errno == EINTR)); if (stat<0 && errno != EAGAIN && errno !=EWOULDBLOCK) { #endif LOG(llevError, "Cannot read from socket: %s\n", strerror_local(errno)); ns->status = Ns_Dead; return; } if (stat == 0) return; } while (ns->inbuf.buf[ns->inbuf.len++]!='\n'); ns->inbuf.buf[ns->inbuf.len]=0; cp = strchr(ns->inbuf.buf, ' '); if (cp) { /* Replace the space with a null, skip any more spaces */ *cp++=0; while (isspace(*cp)) cp++; } /* Strip off all spaces and control characters from end of line */ for (i=ns->inbuf.len-1; i>=0; i--) { if (ns->inbuf.buf[i]<=32) ns->inbuf.buf[i]=0; else break; } ns->inbuf.len=0; /* reset for next read */ /* If just a return, don't do anything */ if (ns->inbuf.buf[0] == 0) return; if (!strcasecmp(ns->inbuf.buf,"quit")) { ns->status = Ns_Dead; return; } if (!strcasecmp(ns->inbuf.buf, "listen")) { if (cp) { char *buf="Socket switched to listen mode\n"; free(ns->comment); ns->comment = strdup_local(cp); ns->old_mode = Old_Listen; cs_write_string(ns, buf, strlen(buf)); } else { char *buf="Need to supply a comment/url to listen\n"; cs_write_string(ns, buf, strlen(buf)); } return; } if (!strcasecmp(ns->inbuf.buf, "name")) { char *cp1=NULL; if (cp) cp1= strchr(cp, ' '); if (cp1) { *cp1++ = 0; while (isspace(*cp1)) cp1++; } if (!cp || !cp1) { char *buf="Need to provide a name/password to name\n"; cs_write_string(ns, buf, strlen(buf)); return; } if (verify_player(cp, cp1)==0) { char *buf="Welcome back\n"; free(ns->comment); ns->comment = strdup_local(cp); ns->old_mode = Old_Player; cs_write_string(ns, buf, strlen(buf)); } else if (verify_player(cp, cp1)==2) { ns->password_fails++; if (ns->password_fails >= MAX_PASSWORD_FAILURES) { char *buf="You failed to log in too many times, you will now be kicked.\n"; LOG(llevInfo, "A player connecting from %s in oldsocketmode has been dropped for password failure\n", ns->host); cs_write_string(ns, buf, strlen(buf)); ns->status = Ns_Dead; } else { char *buf="Could not login you in. Check your name and password.\n"; cs_write_string(ns, buf, strlen(buf)); } } else { char *buf="Could not login you in. Check your name and password.\n"; cs_write_string(ns, buf, strlen(buf)); } return; } command = find_oldsocket_command(ns->inbuf.buf); if (!command && ns->old_mode==Old_Player) { command = find_oldsocket_command2(ns->inbuf.buf); } if (!command) { snprintf(buf, sizeof(buf), "Could not find command: %s\n", ns->inbuf.buf); cs_write_string(ns, buf, strlen(buf)); return; } /* This is a bit of a hack, but works. Basically, we make some * fake object and player pointers and give at it. * This works as long as the functions we are calling don't need * to do anything to the object structure (ie, they are only * outputting information and not actually updating anything much.) */ ob.contr = &pl; pl.ob = &ob; ob.type = PLAYER; pl.listening = 10; pl.socket = *ns; pl.outputs_count = 1; ob.name = ns->comment; command(&ob, cp); } /** * Handle client input. * * HandleClient is actually not named really well - we only get here once * there is input, so we don't do exception or other stuff here. * sock is the output socket information. pl is the player associated * with this socket, null if no player (one of the init_sockets for just * starting a connection) */ void HandleClient(NewSocket *ns, player *pl) { int len=0,i; unsigned char *data; /* Loop through this - maybe we have several complete packets here. */ while (1) { /* If it is a player, and they don't have any speed left, we * return, and will read in the data when they do have time. */ if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) { return; } if (ns->status == Ns_Old) { Handle_Oldsocket(ns); return; } i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1); /* Special hack - let the user switch to old mode if in the Ns_Add * phase. Don't demand they add in the special length bytes */ if (ns->status == Ns_Add) { if (!strncasecmp(ns->inbuf.buf,"oldsocketmode", 13)) { ns->status = Ns_Old; ns->inbuf.len=0; cs_write_string(ns, "Switched to old socket mode\n", 28); LOG(llevDebug,"Switched socket to old socket mode\n"); return; } } if (i<0) { #ifdef ESRV_DEBUG LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None")); #endif /* Caller will take care of cleaning this up */ ns->status =Ns_Dead; return; } /* Still dont have a full packet */ if (i==0) return; /* First, break out beginning word. There are at least * a few commands that do not have any paremeters. If * we get such a command, don't worry about trying * to break it up. */ data = (unsigned char *)strchr((char*)ns->inbuf.buf +2, ' '); if (data) { *data='\0'; data++; len = ns->inbuf.len - (data - ns->inbuf.buf); } else len=0; ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */ for (i=0; nscommands[i].cmdname !=NULL; i++) { if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) { nscommands[i].cmdproc((char*)data,len,ns); ns->inbuf.len=0; return; } } /* Player must be in the playing state or the flag on the * the command must be zero for the user to use the command - * otherwise, a player cam save, be in the play_again state, and * the map they were on getsswapped out, yet things that try to look * at the map causes a crash. If the command is valid, but * one they can't use, we still swallow it up. */ if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) { if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) { if (pl->state == ST_PLAYING || plcommands[i].flag == 0) plcommands[i].cmdproc((char*)data,len,pl); ns->inbuf.len=0; return; } } /* If we get here, we didn't find a valid command. Logging * this might be questionable, because a broken client/malicious * user could certainly send a whole bunch of invalid commands. */ LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2); } } /***************************************************************************** * * Low level socket looping - select calls and watchdog udp packet * sending. * ******************************************************************************/ #ifdef WATCHDOG /** * Tell watchdog that we are still alive * * I put the function here since we should hopefully already be getting * all the needed include files for socket support */ void watchdog(void) { static int fd=-1; static struct sockaddr_in insock; if (fd==-1) { struct protoent *protoent; if ((protoent=getprotobyname("udp"))==NULL || (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1) { return; } insock.sin_family=AF_INET; insock.sin_port=htons((unsigned short)13325); insock.sin_addr.s_addr=inet_addr("127.0.0.1"); } sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock)); } #endif extern unsigned long todtick; /** Waits for new connection */ static void block_until_new_connection(void) { struct timeval Timeout; fd_set readfs; int cycles; LOG(llevInfo, "Waiting for connections...\n"); cycles=1; do { /* Every minutes is a bit often for updates - especially if nothing is going * on. This slows it down to every 6 minutes. */ cycles++; if (cycles%2 == 0) tick_the_clock(); FD_ZERO(&readfs); FD_SET((uint32)init_sockets[0].fd, &readfs); /* If fastclock is set, we need to seriously slow down the updates * to the metaserver as well as watchdog. Do same for flush_old_maps() - * that is time sensitive, so there is no good reason to call it 2000 times * a second. */ if (settings.fastclock > 0) { #ifdef WATCHDOG if (cycles % 120000 == 0) { watchdog(); flush_old_maps(); } #endif if (cycles == 720000) { metaserver_update(); cycles=1; } Timeout.tv_sec=0; Timeout.tv_usec=50; } else { Timeout.tv_sec=60; Timeout.tv_usec=0; if (cycles == 7) { metaserver_update(); cycles=1; } flush_old_maps(); } } while (select(socket_info.max_filedescriptor, &readfs, NULL, NULL, &Timeout)==0); reset_sleep(); /* Or the game would go too fast */ } /** * This checks the sockets for input and exceptions, does the right thing. * * A bit of this code is grabbed out of socket.c * There are 2 lists we need to look through - init_sockets is a list * */ void doeric_server(void) { int i, pollret; fd_set tmp_read, tmp_exceptions, tmp_write; struct sockaddr_in addr; socklen_t addrlen=sizeof(struct sockaddr); player *pl, *next; #ifdef CS_LOGSTATS if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME) write_cs_stats(); #endif FD_ZERO(&tmp_read); FD_ZERO(&tmp_write); FD_ZERO(&tmp_exceptions); for(i=0;isocket.status == Ns_Dead) { player *npl=pl->next; save_player(pl->ob, 0); if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) { terminate_all_pets(pl->ob); remove_ob(pl->ob); } leave(pl,1); final_free_player(pl); pl=npl; } else { FD_SET((uint32)pl->socket.fd, &tmp_read); FD_SET((uint32)pl->socket.fd, &tmp_write); FD_SET((uint32)pl->socket.fd, &tmp_exceptions); pl=pl->next; } } if (socket_info.nconns==1 && first_player==NULL) block_until_new_connection(); /* Reset timeout each time, since some OS's will change the values on * the return from select. */ socket_info.timeout.tv_sec = 0; socket_info.timeout.tv_usec = 0; pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write, &tmp_exceptions, &socket_info.timeout); if (pollret==-1) { LOG(llevError, "select failed: %s\n", strerror_local(errno)); return; } /* We need to do some of the processing below regardless */ /* if (!pollret) return;*/ /* Following adds a new connection */ if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) { int newsocknum=0; #ifdef ESRV_DEBUG LOG(llevDebug,"doeric_server: New Connection\n"); #endif /* If this is the case, all sockets currently in used */ if (socket_info.allocated_sockets <= socket_info.nconns) { init_sockets = realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1)); if (!init_sockets) fatal(OUT_OF_MEMORY); newsocknum = socket_info.allocated_sockets; socket_info.allocated_sockets++; init_sockets[newsocknum].faces_sent_len = nrofpixmaps; init_sockets[newsocknum].faces_sent = malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent)); if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY); init_sockets[newsocknum].status = Ns_Avail; } else { int j; for (j=1; j>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255); if (checkbanned(NULL, buf)) { LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf); close(init_sockets[newsocknum].fd); init_sockets[newsocknum].fd = -1; } else { InitConnection(ns, buf); socket_info.nconns++; } } } /* Check for any exceptions/input on the sockets */ if (pollret) for(i=1;inext; if (pl->socket.status==Ns_Dead) continue; if (FD_ISSET(pl->socket.fd,&tmp_write)) { if (!pl->socket.can_write) { #if 0 LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name); #endif pl->socket.can_write=1; write_socket_buffer(&pl->socket); } /* if we get an error on the write_socket buffer, no reason to * continue on this socket. */ if (pl->socket.status==Ns_Dead) continue; } else pl->socket.can_write=0; if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) { save_player(pl->ob, 0); if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) { terminate_all_pets(pl->ob); remove_ob(pl->ob); } leave(pl,1); final_free_player(pl); } else { HandleClient(&pl->socket, pl); /* If the player has left the game, then the socket status * will be set to this be the leave function. We don't * need to call leave again, as it has already been called * once. */ if (pl->socket.status==Ns_Dead) { save_player(pl->ob, 0); if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) { terminate_all_pets(pl->ob); remove_ob(pl->ob); } leave(pl,1); final_free_player(pl); } else { /* Update the players stats once per tick. More efficient than * sending them whenever they change, and probably just as useful */ esrv_update_stats(pl); if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) { esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob); if(pl->last_weight != WEIGHT(pl->ob)) 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)); } /* draw_client_map does sanity checking that map is * valid, so don't do it here. */ draw_client_map(pl->ob); if (pl->socket.update_look) esrv_draw_look(pl->ob); } } } }