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/cvs/deliantra/server/socket/loop.c
Revision: 1.3
Committed: Mon Apr 17 06:25:35 2006 UTC (18 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +5 -4 lines
Log Message:
a bug caused the server to only process a single command per tick, which the comment in the code indicates is not the expected way (and actually makes clients unresponsive for no good reason). fixed

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,cnt;
329 unsigned char *data;
330
331 /* Loop through this - maybe we have several complete packets here. */
332 // limit to a efw commands only, though, as to not monopolise the server
333 for (cnt = 16; --cnt; ) {
334 /* If it is a player, and they don't have any speed left, we
335 * return, and will read in the data when they do have time.
336 */
337 if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) {
338 return;
339 }
340
341 if (ns->status == Ns_Old) {
342 Handle_Oldsocket(ns);
343 return;
344 }
345 i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1);
346 /* Special hack - let the user switch to old mode if in the Ns_Add
347 * phase. Don't demand they add in the special length bytes
348 */
349 if (ns->status == Ns_Add) {
350 if (!strncasecmp(ns->inbuf.buf,"oldsocketmode", 13)) {
351 ns->status = Ns_Old;
352 ns->inbuf.len=0;
353 cs_write_string(ns, "Switched to old socket mode\n", 28);
354 LOG(llevDebug,"Switched socket to old socket mode\n");
355 return;
356 }
357 }
358
359 if (i<0) {
360 #ifdef ESRV_DEBUG
361 LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None"));
362 #endif
363 /* Caller will take care of cleaning this up */
364 ns->status =Ns_Dead;
365 return;
366 }
367 /* Still dont have a full packet */
368 if (i==0) return;
369
370 /* First, break out beginning word. There are at least
371 * a few commands that do not have any paremeters. If
372 * we get such a command, don't worry about trying
373 * to break it up.
374 */
375 data = (unsigned char *)strchr((char*)ns->inbuf.buf +2, ' ');
376 if (data) {
377 *data='\0';
378 data++;
379 len = ns->inbuf.len - (data - ns->inbuf.buf);
380 }
381 else len=0;
382
383 ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */
384 for (i=0; nscommands[i].cmdname !=NULL; i++) {
385 if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) {
386 nscommands[i].cmdproc((char*)data,len,ns);
387 ns->inbuf.len=0;
388 continue;
389 }
390 }
391 /* Player must be in the playing state or the flag on the
392 * the command must be zero for the user to use the command -
393 * otherwise, a player cam save, be in the play_again state, and
394 * the map they were on getsswapped out, yet things that try to look
395 * at the map causes a crash. If the command is valid, but
396 * one they can't use, we still swallow it up.
397 */
398 if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) {
399 if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) {
400 if (pl->state == ST_PLAYING || plcommands[i].flag == 0)
401 plcommands[i].cmdproc((char*)data,len,pl);
402 ns->inbuf.len=0;
403 continue;
404 }
405 }
406 /* If we get here, we didn't find a valid command. Logging
407 * this might be questionable, because a broken client/malicious
408 * user could certainly send a whole bunch of invalid commands.
409 */
410 LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2);
411 }
412 }
413
414
415 /*****************************************************************************
416 *
417 * Low level socket looping - select calls and watchdog udp packet
418 * sending.
419 *
420 ******************************************************************************/
421
422 #ifdef WATCHDOG
423 /**
424 * Tell watchdog that we are still alive
425 *
426 * I put the function here since we should hopefully already be getting
427 * all the needed include files for socket support
428 */
429
430 void watchdog(void)
431 {
432 static int fd=-1;
433 static struct sockaddr_in insock;
434
435 if (fd==-1)
436 {
437 struct protoent *protoent;
438
439 if ((protoent=getprotobyname("udp"))==NULL ||
440 (fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1)
441 {
442 return;
443 }
444 insock.sin_family=AF_INET;
445 insock.sin_port=htons((unsigned short)13325);
446 insock.sin_addr.s_addr=inet_addr("127.0.0.1");
447 }
448 sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock));
449 }
450 #endif
451
452 extern unsigned long todtick;
453
454 /** Waits for new connection */
455 static void block_until_new_connection(void)
456 {
457
458 struct timeval Timeout;
459 fd_set readfs;
460 int cycles;
461
462 LOG(llevInfo, "Waiting for connections...\n");
463
464 cycles=1;
465 do {
466 /* Every minutes is a bit often for updates - especially if nothing is going
467 * on. This slows it down to every 6 minutes.
468 */
469 cycles++;
470 if (cycles%2 == 0)
471 tick_the_clock();
472
473 FD_ZERO(&readfs);
474 FD_SET((uint32)init_sockets[0].fd, &readfs);
475
476 /* If fastclock is set, we need to seriously slow down the updates
477 * to the metaserver as well as watchdog. Do same for flush_old_maps() -
478 * that is time sensitive, so there is no good reason to call it 2000 times
479 * a second.
480 */
481 if (settings.fastclock > 0) {
482 #ifdef WATCHDOG
483 if (cycles % 120000 == 0) {
484 watchdog();
485 flush_old_maps();
486 }
487 #endif
488 if (cycles == 720000) {
489 metaserver_update();
490 cycles=1;
491 }
492 Timeout.tv_sec=0;
493 Timeout.tv_usec=50;
494 } else {
495 Timeout.tv_sec=60;
496 Timeout.tv_usec=0;
497 if (cycles == 7) {
498 metaserver_update();
499 cycles=1;
500 }
501 flush_old_maps();
502 }
503 }
504 while (select(socket_info.max_filedescriptor, &readfs, NULL, NULL, &Timeout)==0);
505
506 reset_sleep(); /* Or the game would go too fast */
507 }
508
509
510 /**
511 * This checks the sockets for input and exceptions, does the right thing.
512 *
513 * A bit of this code is grabbed out of socket.c
514 * There are 2 lists we need to look through - init_sockets is a list
515 *
516 */
517 void doeric_server(void)
518 {
519 int i, pollret;
520 fd_set tmp_read, tmp_exceptions, tmp_write;
521 struct sockaddr_in addr;
522 socklen_t addrlen=sizeof(struct sockaddr);
523 player *pl, *next;
524
525 #ifdef CS_LOGSTATS
526 if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME)
527 write_cs_stats();
528 #endif
529
530 FD_ZERO(&tmp_read);
531 FD_ZERO(&tmp_write);
532 FD_ZERO(&tmp_exceptions);
533
534 for(i=0;i<socket_info.allocated_sockets;i++) {
535 if (init_sockets[i].status == Ns_Dead) {
536 free_newsocket(&init_sockets[i]);
537 init_sockets[i].status = Ns_Avail;
538 socket_info.nconns--;
539 } else if (init_sockets[i].status != Ns_Avail){
540 FD_SET((uint32)init_sockets[i].fd, &tmp_read);
541 FD_SET((uint32)init_sockets[i].fd, &tmp_write);
542 FD_SET((uint32)init_sockets[i].fd, &tmp_exceptions);
543 }
544 }
545
546 /* Go through the players. Let the loop set the next pl value,
547 * since we may remove some
548 */
549 for (pl=first_player; pl!=NULL; ) {
550 if (pl->socket.status == Ns_Dead) {
551 player *npl=pl->next;
552
553 save_player(pl->ob, 0);
554 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
555 terminate_all_pets(pl->ob);
556 remove_ob(pl->ob);
557 }
558 leave(pl,1);
559 final_free_player(pl);
560 pl=npl;
561 }
562 else {
563 FD_SET((uint32)pl->socket.fd, &tmp_read);
564 FD_SET((uint32)pl->socket.fd, &tmp_write);
565 FD_SET((uint32)pl->socket.fd, &tmp_exceptions);
566 pl=pl->next;
567 }
568 }
569
570 if (socket_info.nconns==1 && first_player==NULL)
571 block_until_new_connection();
572
573 /* Reset timeout each time, since some OS's will change the values on
574 * the return from select.
575 */
576 socket_info.timeout.tv_sec = 0;
577 socket_info.timeout.tv_usec = 0;
578
579 pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write,
580 &tmp_exceptions, &socket_info.timeout);
581
582 if (pollret==-1) {
583 LOG(llevError, "select failed: %s\n", strerror_local(errno));
584 return;
585 }
586
587 /* We need to do some of the processing below regardless */
588 /* if (!pollret) return;*/
589
590 /* Following adds a new connection */
591 if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) {
592 int newsocknum=0;
593
594 #ifdef ESRV_DEBUG
595 LOG(llevDebug,"doeric_server: New Connection\n");
596 #endif
597 /* If this is the case, all sockets currently in used */
598 if (socket_info.allocated_sockets <= socket_info.nconns) {
599 init_sockets = realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1));
600 if (!init_sockets) fatal(OUT_OF_MEMORY);
601 newsocknum = socket_info.allocated_sockets;
602 socket_info.allocated_sockets++;
603 init_sockets[newsocknum].faces_sent_len = nrofpixmaps;
604 init_sockets[newsocknum].faces_sent = malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent));
605 if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY);
606 init_sockets[newsocknum].status = Ns_Avail;
607 }
608 else {
609 int j;
610
611 for (j=1; j<socket_info.allocated_sockets; j++)
612 if (init_sockets[j].status == Ns_Avail) {
613 newsocknum=j;
614 break;
615 }
616 }
617 init_sockets[newsocknum].fd=accept(init_sockets[0].fd, (struct sockaddr *)&addr, &addrlen);
618 if (init_sockets[newsocknum].fd==-1) {
619 LOG(llevError, "accept failed: %s\n", strerror_local(errno));
620 }
621 else {
622 char buf[MAX_BUF];
623 long ip;
624 NewSocket *ns;
625
626 ns = &init_sockets[newsocknum];
627
628 ip = ntohl(addr.sin_addr.s_addr);
629 sprintf(buf, "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255);
630
631 if (checkbanned(NULL, buf)) {
632 LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf);
633 close(init_sockets[newsocknum].fd);
634 init_sockets[newsocknum].fd = -1;
635 }
636 else {
637 InitConnection(ns, buf);
638 socket_info.nconns++;
639 }
640 }
641 }
642
643 /* Check for any exceptions/input on the sockets */
644 if (pollret) for(i=1;i<socket_info.allocated_sockets;i++) {
645 if (init_sockets[i].status == Ns_Avail) continue;
646 if (FD_ISSET(init_sockets[i].fd,&tmp_exceptions)) {
647 free_newsocket(&init_sockets[i]);
648 init_sockets[i].status = Ns_Avail;
649 socket_info.nconns--;
650 continue;
651 }
652 if (FD_ISSET(init_sockets[i].fd, &tmp_read)) {
653 HandleClient(&init_sockets[i], NULL);
654 }
655 if (FD_ISSET(init_sockets[i].fd, &tmp_write)) {
656 init_sockets[i].can_write=1;
657 }
658 }
659
660 /* This does roughly the same thing, but for the players now */
661 for (pl=first_player; pl!=NULL; pl=next) {
662
663 next=pl->next;
664 if (pl->socket.status==Ns_Dead) continue;
665
666 if (FD_ISSET(pl->socket.fd,&tmp_write)) {
667 if (!pl->socket.can_write) {
668 #if 0
669 LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name);
670 #endif
671 pl->socket.can_write=1;
672 write_socket_buffer(&pl->socket);
673 }
674 /* if we get an error on the write_socket buffer, no reason to
675 * continue on this socket.
676 */
677 if (pl->socket.status==Ns_Dead) continue;
678 }
679 else pl->socket.can_write=0;
680
681 if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) {
682 save_player(pl->ob, 0);
683 if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) {
684 terminate_all_pets(pl->ob);
685 remove_ob(pl->ob);
686 }
687 leave(pl,1);
688 final_free_player(pl);
689 }
690 else {
691 HandleClient(&pl->socket, pl);
692 /* If the player has left the game, then the socket status
693 * will be set to this be the leave function. We don't
694 * need to call leave again, as it has already been called
695 * once.
696 */
697 if (pl->socket.status==Ns_Dead) {
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 } else {
706
707 /* Update the players stats once per tick. More efficient than
708 * sending them whenever they change, and probably just as useful
709 */
710 esrv_update_stats(pl);
711 if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) {
712 esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob);
713 if(pl->last_weight != WEIGHT(pl->ob))
714 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));
715 }
716 /* draw_client_map does sanity checking that map is
717 * valid, so don't do it here.
718 */
719 draw_client_map(pl->ob);
720 if (pl->socket.update_look) esrv_draw_look(pl->ob);
721 }
722 }
723 }
724 }