| 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 |
{ "ext", ExtCmd, 2}, /* CF+ */ |
| 120 |
{ NULL, NULL, 0} /* terminator */ |
| 121 |
}; |
| 122 |
|
| 123 |
/** Face-related commands */ |
| 124 |
static struct NsCmdMapping nscommands[] = { |
| 125 |
{ "addme", AddMeCmd }, |
| 126 |
{ "askface", SendFaceCmd}, /* Added: phil */ |
| 127 |
{ "requestinfo", RequestInfo}, |
| 128 |
{ "setfacemode", SetFaceMode}, |
| 129 |
{ "setsound", SetSound}, |
| 130 |
{ "setup", SetUp}, |
| 131 |
{ "version", VersionCmd }, |
| 132 |
{ "toggleextendedinfos", ToggleExtendedInfos}, /*Added: tchize*/ |
| 133 |
{ "toggleextendedtext", ToggleExtendedText}, /*Added: tchize*/ |
| 134 |
{ "asksmooth", AskSmooth}, /*Added: tchize (smoothing technologies)*/ |
| 135 |
{ NULL, NULL} /* terminator (I, II & III)*/ |
| 136 |
}; |
| 137 |
|
| 138 |
/** |
| 139 |
* RequestInfo is sort of a meta command. There is some specific |
| 140 |
* request of information, but we call other functions to provide |
| 141 |
* that information. |
| 142 |
*/ |
| 143 |
void RequestInfo(char *buf, int len, NewSocket *ns) |
| 144 |
{ |
| 145 |
char *params=NULL, *cp; |
| 146 |
/* No match */ |
| 147 |
char bigbuf[MAX_BUF]; |
| 148 |
int slen; |
| 149 |
|
| 150 |
/* Set up replyinfo before we modify any of the buffers - this is used |
| 151 |
* if we don't find a match. |
| 152 |
*/ |
| 153 |
strcpy(bigbuf,"replyinfo "); |
| 154 |
slen = strlen(bigbuf); |
| 155 |
safe_strcat(bigbuf, buf, &slen, MAX_BUF); |
| 156 |
|
| 157 |
/* find the first space, make it null, and update the |
| 158 |
* params pointer. |
| 159 |
*/ |
| 160 |
for (cp = buf; *cp != '\0'; cp++) |
| 161 |
if (*cp==' ') { |
| 162 |
*cp = '\0'; |
| 163 |
params = cp + 1; |
| 164 |
break; |
| 165 |
} |
| 166 |
if (!strcmp(buf, "image_info")) send_image_info(ns, params); |
| 167 |
else if (!strcmp(buf,"image_sums")) send_image_sums(ns, params); |
| 168 |
else if (!strcmp(buf,"skill_info")) send_skill_info(ns, params); |
| 169 |
else if (!strcmp(buf,"spell_paths")) send_spell_paths(ns, params); |
| 170 |
else Write_String_To_Socket(ns, bigbuf, len); |
| 171 |
} |
| 172 |
|
| 173 |
/** |
| 174 |
* Handles old socket format. |
| 175 |
*/ |
| 176 |
void Handle_Oldsocket(NewSocket *ns) |
| 177 |
{ |
| 178 |
int stat,i; |
| 179 |
CommFunc command; |
| 180 |
char buf[MAX_BUF],*cp; |
| 181 |
object ob; |
| 182 |
player pl; |
| 183 |
|
| 184 |
/* This is not the most efficient block, but keeps the code simpler - |
| 185 |
* we basically read a byte at a time until we get a newline, error, |
| 186 |
* or no more characters to read. |
| 187 |
*/ |
| 188 |
do { |
| 189 |
/* hack to disable old socket mode without creating too many conflicts */ |
| 190 |
if (1 || ns->inbuf.len >= MAXSOCKBUF-1) { |
| 191 |
ns->status = Ns_Dead; |
| 192 |
LOG(llevDebug, "Old input socket sent too much data without newline\n"); |
| 193 |
return; |
| 194 |
} |
| 195 |
#ifdef WIN32 /* ***win32: change oldsocket read() to recv() */ |
| 196 |
stat = recv(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1,0); |
| 197 |
|
| 198 |
if (stat==-1 && WSAGetLastError() !=WSAEWOULDBLOCK) { |
| 199 |
#else |
| 200 |
do { |
| 201 |
stat = read(ns->fd, ns->inbuf.buf + ns->inbuf.len, 1); |
| 202 |
} while ((stat<0) && (errno == EINTR)); |
| 203 |
|
| 204 |
if (stat<0 && errno != EAGAIN && errno !=EWOULDBLOCK) { |
| 205 |
#endif |
| 206 |
LOG(llevError, "Cannot read from socket: %s\n", strerror_local(errno)); |
| 207 |
ns->status = Ns_Dead; |
| 208 |
return; |
| 209 |
} |
| 210 |
if (stat == 0) return; |
| 211 |
} while (ns->inbuf.buf[ns->inbuf.len++]!='\n'); |
| 212 |
|
| 213 |
ns->inbuf.buf[ns->inbuf.len]=0; |
| 214 |
|
| 215 |
cp = strchr(ns->inbuf.buf, ' '); |
| 216 |
if (cp) { |
| 217 |
/* Replace the space with a null, skip any more spaces */ |
| 218 |
*cp++=0; |
| 219 |
while (isspace(*cp)) cp++; |
| 220 |
} |
| 221 |
|
| 222 |
/* Strip off all spaces and control characters from end of line */ |
| 223 |
for (i=ns->inbuf.len-1; i>=0; i--) { |
| 224 |
if (ns->inbuf.buf[i]<=32) ns->inbuf.buf[i]=0; |
| 225 |
else break; |
| 226 |
} |
| 227 |
ns->inbuf.len=0; /* reset for next read */ |
| 228 |
|
| 229 |
/* If just a return, don't do anything */ |
| 230 |
if (ns->inbuf.buf[0] == 0) return; |
| 231 |
if (!strcasecmp(ns->inbuf.buf,"quit")) { |
| 232 |
ns->status = Ns_Dead; |
| 233 |
return; |
| 234 |
} |
| 235 |
if (!strcasecmp(ns->inbuf.buf, "listen")) { |
| 236 |
if (cp) { |
| 237 |
char *buf="Socket switched to listen mode\n"; |
| 238 |
|
| 239 |
free(ns->comment); |
| 240 |
ns->comment = strdup_local(cp); |
| 241 |
ns->old_mode = Old_Listen; |
| 242 |
cs_write_string(ns, buf, strlen(buf)); |
| 243 |
} else { |
| 244 |
char *buf="Need to supply a comment/url to listen\n"; |
| 245 |
cs_write_string(ns, buf, strlen(buf)); |
| 246 |
} |
| 247 |
return; |
| 248 |
} |
| 249 |
if (!strcasecmp(ns->inbuf.buf, "name")) { |
| 250 |
char *cp1=NULL; |
| 251 |
if (cp) cp1= strchr(cp, ' '); |
| 252 |
if (cp1) { |
| 253 |
*cp1++ = 0; |
| 254 |
while (isspace(*cp1)) cp1++; |
| 255 |
} |
| 256 |
if (!cp || !cp1) { |
| 257 |
char *buf="Need to provide a name/password to name\n"; |
| 258 |
cs_write_string(ns, buf, strlen(buf)); |
| 259 |
return; |
| 260 |
} |
| 261 |
|
| 262 |
if (verify_player(cp, cp1)==0) { |
| 263 |
char *buf="Welcome back\n"; |
| 264 |
free(ns->comment); |
| 265 |
ns->comment = strdup_local(cp); |
| 266 |
ns->old_mode = Old_Player; |
| 267 |
cs_write_string(ns, buf, strlen(buf)); |
| 268 |
} |
| 269 |
else if (verify_player(cp, cp1)==2) { |
| 270 |
ns->password_fails++; |
| 271 |
if (ns->password_fails >= MAX_PASSWORD_FAILURES) { |
| 272 |
char *buf="You failed to log in too many times, you will now be kicked.\n"; |
| 273 |
LOG(llevInfo, "A player connecting from %s in oldsocketmode has been dropped for password failure\n", |
| 274 |
ns->host); |
| 275 |
cs_write_string(ns, buf, strlen(buf)); |
| 276 |
ns->status = Ns_Dead; |
| 277 |
} |
| 278 |
else { |
| 279 |
char *buf="Could not login you in. Check your name and password.\n"; |
| 280 |
cs_write_string(ns, buf, strlen(buf)); |
| 281 |
} |
| 282 |
} |
| 283 |
else { |
| 284 |
char *buf="Could not login you in. Check your name and password.\n"; |
| 285 |
cs_write_string(ns, buf, strlen(buf)); |
| 286 |
} |
| 287 |
return; |
| 288 |
} |
| 289 |
|
| 290 |
command = find_oldsocket_command(ns->inbuf.buf); |
| 291 |
if (!command && ns->old_mode==Old_Player) { |
| 292 |
command = find_oldsocket_command2(ns->inbuf.buf); |
| 293 |
} |
| 294 |
if (!command) { |
| 295 |
snprintf(buf, sizeof(buf), "Could not find command: %s\n", ns->inbuf.buf); |
| 296 |
cs_write_string(ns, buf, strlen(buf)); |
| 297 |
return; |
| 298 |
} |
| 299 |
|
| 300 |
/* This is a bit of a hack, but works. Basically, we make some |
| 301 |
* fake object and player pointers and give at it. |
| 302 |
* This works as long as the functions we are calling don't need |
| 303 |
* to do anything to the object structure (ie, they are only |
| 304 |
* outputting information and not actually updating anything much.) |
| 305 |
*/ |
| 306 |
ob.contr = &pl; |
| 307 |
pl.ob = &ob; |
| 308 |
ob.type = PLAYER; |
| 309 |
pl.listening = 10; |
| 310 |
pl.socket = *ns; |
| 311 |
pl.outputs_count = 1; |
| 312 |
ob.name = ns->comment; |
| 313 |
|
| 314 |
command(&ob, cp); |
| 315 |
} |
| 316 |
|
| 317 |
|
| 318 |
/** |
| 319 |
* Handle client input. |
| 320 |
* |
| 321 |
* HandleClient is actually not named really well - we only get here once |
| 322 |
* there is input, so we don't do exception or other stuff here. |
| 323 |
* sock is the output socket information. pl is the player associated |
| 324 |
* with this socket, null if no player (one of the init_sockets for just |
| 325 |
* starting a connection) |
| 326 |
*/ |
| 327 |
|
| 328 |
void HandleClient(NewSocket *ns, player *pl) |
| 329 |
{ |
| 330 |
int len=0,i,cnt; |
| 331 |
unsigned char *data; |
| 332 |
|
| 333 |
/* Loop through this - maybe we have several complete packets here. */ |
| 334 |
// limit to a few commands only, though, as to not monopolise the server |
| 335 |
for (cnt = 16; cnt--; ) { |
| 336 |
/* If it is a player, and they don't have any speed left, we |
| 337 |
* return, and will read in the data when they do have time. |
| 338 |
*/ |
| 339 |
if (pl && pl->state==ST_PLAYING && pl->ob != NULL && pl->ob->speed_left < 0) { |
| 340 |
return; |
| 341 |
} |
| 342 |
|
| 343 |
if (ns->status == Ns_Old) { |
| 344 |
Handle_Oldsocket(ns); |
| 345 |
return; |
| 346 |
} |
| 347 |
i=SockList_ReadPacket(ns->fd, &ns->inbuf, MAXSOCKBUF-1); |
| 348 |
/* Special hack - let the user switch to old mode if in the Ns_Add |
| 349 |
* phase. Don't demand they add in the special length bytes |
| 350 |
*/ |
| 351 |
if (ns->status == Ns_Add) { |
| 352 |
if (!strncasecmp(ns->inbuf.buf,"oldsocketmode", 13)) { |
| 353 |
ns->status = Ns_Old; |
| 354 |
ns->inbuf.len=0; |
| 355 |
cs_write_string(ns, "Switched to old socket mode\n", 28); |
| 356 |
LOG(llevDebug,"Switched socket to old socket mode\n"); |
| 357 |
return; |
| 358 |
} |
| 359 |
} |
| 360 |
|
| 361 |
if (i<0) { |
| 362 |
#ifdef ESRV_DEBUG |
| 363 |
LOG(llevDebug,"HandleClient: Read error on connection player %s\n", (pl?pl->ob->name:"None")); |
| 364 |
#endif |
| 365 |
/* Caller will take care of cleaning this up */ |
| 366 |
ns->status =Ns_Dead; |
| 367 |
return; |
| 368 |
} |
| 369 |
/* Still dont have a full packet */ |
| 370 |
if (i==0) return; |
| 371 |
|
| 372 |
// //D//TODO//temporarily log long commands |
| 373 |
// if (ns->inbuf.len >= 40 && pl && pl->ob) |
| 374 |
// LOG (llevDebug, "HandleClient: long comamnd from <%s,%s> %d<%s>\n", pl->ob->name, ns->host, ns->inbuf.len, ns->inbuf.buf + 2); |
| 375 |
|
| 376 |
/* First, break out beginning word. There are at least |
| 377 |
* a few commands that do not have any paremeters. If |
| 378 |
* we get such a command, don't worry about trying |
| 379 |
* to break it up. |
| 380 |
*/ |
| 381 |
data = (unsigned char *)strchr((char*)ns->inbuf.buf +2, ' '); |
| 382 |
if (data) { |
| 383 |
*data='\0'; |
| 384 |
data++; |
| 385 |
len = ns->inbuf.len - (data - ns->inbuf.buf); |
| 386 |
} |
| 387 |
else len=0; |
| 388 |
|
| 389 |
ns->inbuf.buf[ns->inbuf.len]='\0'; /* Terminate buffer - useful for string data */ |
| 390 |
for (i=0; nscommands[i].cmdname !=NULL; i++) { |
| 391 |
if (strcmp((char*)ns->inbuf.buf+2,nscommands[i].cmdname)==0) { |
| 392 |
nscommands[i].cmdproc((char*)data,len,ns); |
| 393 |
ns->inbuf.len=0; |
| 394 |
return;//D// not doing this causes random memory corruption |
| 395 |
goto next_packet; |
| 396 |
} |
| 397 |
} |
| 398 |
/* Player must be in the playing state or the flag on the |
| 399 |
* the command must be zero for the user to use the command - |
| 400 |
* otherwise, a player cam save, be in the play_again state, and |
| 401 |
* the map they were on gets swapped out, yet things that try to look |
| 402 |
* at the map causes a crash. If the command is valid, but |
| 403 |
* one they can't use, we still swallow it up. |
| 404 |
*/ |
| 405 |
if (pl) for (i=0; plcommands[i].cmdname !=NULL; i++) { |
| 406 |
if (strcmp((char*)ns->inbuf.buf+2,plcommands[i].cmdname)==0) { |
| 407 |
if (pl->state == ST_PLAYING || !(plcommands[i].flag & 1)) |
| 408 |
plcommands[i].cmdproc((char*)data,len,pl); |
| 409 |
ns->inbuf.len=0; |
| 410 |
//D// not doing this causes random memory corruption |
| 411 |
if (plcommands[i].flag & 2) |
| 412 |
goto next_packet; |
| 413 |
return; |
| 414 |
} |
| 415 |
} |
| 416 |
/* If we get here, we didn't find a valid command. Logging |
| 417 |
* this might be questionable, because a broken client/malicious |
| 418 |
* user could certainly send a whole bunch of invalid commands. |
| 419 |
*/ |
| 420 |
LOG(llevDebug,"Bad command from client (%s)\n",ns->inbuf.buf+2); |
| 421 |
next_packet: |
| 422 |
; |
| 423 |
} |
| 424 |
} |
| 425 |
|
| 426 |
|
| 427 |
/***************************************************************************** |
| 428 |
* |
| 429 |
* Low level socket looping - select calls and watchdog udp packet |
| 430 |
* sending. |
| 431 |
* |
| 432 |
******************************************************************************/ |
| 433 |
|
| 434 |
#ifdef WATCHDOG |
| 435 |
/** |
| 436 |
* Tell watchdog that we are still alive |
| 437 |
* |
| 438 |
* I put the function here since we should hopefully already be getting |
| 439 |
* all the needed include files for socket support |
| 440 |
*/ |
| 441 |
|
| 442 |
void watchdog(void) |
| 443 |
{ |
| 444 |
static int fd=-1; |
| 445 |
static struct sockaddr_in insock; |
| 446 |
|
| 447 |
if (fd==-1) |
| 448 |
{ |
| 449 |
struct protoent *protoent; |
| 450 |
|
| 451 |
if ((protoent=getprotobyname("udp"))==NULL || |
| 452 |
(fd=socket(PF_INET, SOCK_DGRAM, protoent->p_proto))==-1) |
| 453 |
{ |
| 454 |
return; |
| 455 |
} |
| 456 |
insock.sin_family=AF_INET; |
| 457 |
insock.sin_port=htons((unsigned short)13325); |
| 458 |
insock.sin_addr.s_addr=inet_addr("127.0.0.1"); |
| 459 |
} |
| 460 |
sendto(fd,(void *)&fd,1,0,(struct sockaddr *)&insock,sizeof(insock)); |
| 461 |
} |
| 462 |
#endif |
| 463 |
|
| 464 |
extern unsigned long todtick; |
| 465 |
|
| 466 |
/** Waits for new connection */ |
| 467 |
static void block_until_new_connection(void) |
| 468 |
{ |
| 469 |
|
| 470 |
struct timeval Timeout; |
| 471 |
fd_set readfs; |
| 472 |
int cycles; |
| 473 |
|
| 474 |
LOG(llevInfo, "Waiting for connections...\n"); |
| 475 |
|
| 476 |
cycles=1; |
| 477 |
do { |
| 478 |
/* Every minutes is a bit often for updates - especially if nothing is going |
| 479 |
* on. This slows it down to every 6 minutes. |
| 480 |
*/ |
| 481 |
cycles++; |
| 482 |
if (cycles%2 == 0) |
| 483 |
tick_the_clock(); |
| 484 |
|
| 485 |
FD_ZERO(&readfs); |
| 486 |
FD_SET((uint32)init_sockets[0].fd, &readfs); |
| 487 |
|
| 488 |
/* If fastclock is set, we need to seriously slow down the updates |
| 489 |
* to the metaserver as well as watchdog. Do same for flush_old_maps() - |
| 490 |
* that is time sensitive, so there is no good reason to call it 2000 times |
| 491 |
* a second. |
| 492 |
*/ |
| 493 |
if (settings.fastclock > 0) { |
| 494 |
#ifdef WATCHDOG |
| 495 |
if (cycles % 120000 == 0) { |
| 496 |
watchdog(); |
| 497 |
flush_old_maps(); |
| 498 |
} |
| 499 |
#endif |
| 500 |
if (cycles == 720000) { |
| 501 |
metaserver_update(); |
| 502 |
cycles=1; |
| 503 |
} |
| 504 |
Timeout.tv_sec=0; |
| 505 |
Timeout.tv_usec=50; |
| 506 |
} else { |
| 507 |
Timeout.tv_sec=60; |
| 508 |
Timeout.tv_usec=0; |
| 509 |
if (cycles == 7) { |
| 510 |
metaserver_update(); |
| 511 |
cycles=1; |
| 512 |
} |
| 513 |
flush_old_maps(); |
| 514 |
} |
| 515 |
} |
| 516 |
while (select(socket_info.max_filedescriptor, &readfs, NULL, NULL, &Timeout)==0); |
| 517 |
|
| 518 |
reset_sleep(); /* Or the game would go too fast */ |
| 519 |
} |
| 520 |
|
| 521 |
void flush_sockets(void) |
| 522 |
{ |
| 523 |
player *pl; |
| 524 |
|
| 525 |
for (pl = first_player; pl != NULL; pl = pl->next) |
| 526 |
if (pl->socket.status != Ns_Dead) |
| 527 |
Socket_Flush (&pl->socket); |
| 528 |
} |
| 529 |
|
| 530 |
/** |
| 531 |
* This checks the sockets for input and exceptions, does the right thing. |
| 532 |
* |
| 533 |
* A bit of this code is grabbed out of socket.c |
| 534 |
* There are 2 lists we need to look through - init_sockets is a list |
| 535 |
* |
| 536 |
*/ |
| 537 |
void doeric_server(void) |
| 538 |
{ |
| 539 |
int i, pollret; |
| 540 |
fd_set tmp_read, tmp_exceptions, tmp_write; |
| 541 |
struct sockaddr_in addr; |
| 542 |
socklen_t addrlen=sizeof(struct sockaddr); |
| 543 |
player *pl, *next; |
| 544 |
|
| 545 |
#ifdef CS_LOGSTATS |
| 546 |
if ((time(NULL)-cst_lst.time_start)>=CS_LOGTIME) |
| 547 |
write_cs_stats(); |
| 548 |
#endif |
| 549 |
|
| 550 |
FD_ZERO(&tmp_read); |
| 551 |
FD_ZERO(&tmp_write); |
| 552 |
FD_ZERO(&tmp_exceptions); |
| 553 |
|
| 554 |
for(i=0;i<socket_info.allocated_sockets;i++) { |
| 555 |
if (init_sockets[i].status == Ns_Dead) { |
| 556 |
free_newsocket(&init_sockets[i]); |
| 557 |
init_sockets[i].status = Ns_Avail; |
| 558 |
socket_info.nconns--; |
| 559 |
} else if (init_sockets[i].status != Ns_Avail){ |
| 560 |
FD_SET((uint32)init_sockets[i].fd, &tmp_read); |
| 561 |
FD_SET((uint32)init_sockets[i].fd, &tmp_write); |
| 562 |
FD_SET((uint32)init_sockets[i].fd, &tmp_exceptions); |
| 563 |
} |
| 564 |
} |
| 565 |
|
| 566 |
/* Go through the players. Let the loop set the next pl value, |
| 567 |
* since we may remove some |
| 568 |
*/ |
| 569 |
for (pl=first_player; pl!=NULL; ) { |
| 570 |
if (pl->socket.status == Ns_Dead) { |
| 571 |
player *npl=pl->next; |
| 572 |
|
| 573 |
save_player(pl->ob, 0); |
| 574 |
if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) { |
| 575 |
terminate_all_pets(pl->ob); |
| 576 |
remove_ob(pl->ob); |
| 577 |
} |
| 578 |
leave(pl,1); |
| 579 |
final_free_player(pl); |
| 580 |
pl=npl; |
| 581 |
} |
| 582 |
else { |
| 583 |
FD_SET((uint32)pl->socket.fd, &tmp_read); |
| 584 |
FD_SET((uint32)pl->socket.fd, &tmp_write); |
| 585 |
FD_SET((uint32)pl->socket.fd, &tmp_exceptions); |
| 586 |
pl=pl->next; |
| 587 |
} |
| 588 |
} |
| 589 |
|
| 590 |
#if 0 |
| 591 |
// the event system and plugins require the server ti run at all times. |
| 592 |
// since its primarily cf.schmorp.de we are interested in, and |
| 593 |
// that is supposed to run all the time anyway, its globally disabled |
| 594 |
// until we can use Event. |
| 595 |
if (socket_info.nconns==1 && first_player==NULL) |
| 596 |
block_until_new_connection(); |
| 597 |
#endif |
| 598 |
|
| 599 |
/* Reset timeout each time, since some OS's will change the values on |
| 600 |
* the return from select. |
| 601 |
*/ |
| 602 |
socket_info.timeout.tv_sec = 0; |
| 603 |
socket_info.timeout.tv_usec = 0; |
| 604 |
|
| 605 |
pollret= select(socket_info.max_filedescriptor, &tmp_read, &tmp_write, |
| 606 |
&tmp_exceptions, &socket_info.timeout); |
| 607 |
|
| 608 |
if (pollret==-1) { |
| 609 |
LOG(llevError, "select failed: %s\n", strerror_local(errno)); |
| 610 |
return; |
| 611 |
} |
| 612 |
|
| 613 |
/* We need to do some of the processing below regardless */ |
| 614 |
/* if (!pollret) return;*/ |
| 615 |
|
| 616 |
/* Following adds a new connection */ |
| 617 |
if (pollret && FD_ISSET(init_sockets[0].fd, &tmp_read)) { |
| 618 |
int newsocknum=0; |
| 619 |
|
| 620 |
#ifdef ESRV_DEBUG |
| 621 |
LOG(llevDebug,"doeric_server: New Connection\n"); |
| 622 |
#endif |
| 623 |
/* If this is the case, all sockets currently in used */ |
| 624 |
if (socket_info.allocated_sockets <= socket_info.nconns) { |
| 625 |
init_sockets = realloc(init_sockets,sizeof(NewSocket)*(socket_info.nconns+1)); |
| 626 |
if (!init_sockets) fatal(OUT_OF_MEMORY); |
| 627 |
newsocknum = socket_info.allocated_sockets; |
| 628 |
socket_info.allocated_sockets++; |
| 629 |
init_sockets[newsocknum].faces_sent_len = nrofpixmaps; |
| 630 |
init_sockets[newsocknum].faces_sent = malloc(nrofpixmaps*sizeof(*init_sockets[newsocknum].faces_sent)); |
| 631 |
if (!init_sockets[newsocknum].faces_sent) fatal(OUT_OF_MEMORY); |
| 632 |
init_sockets[newsocknum].status = Ns_Avail; |
| 633 |
} |
| 634 |
else { |
| 635 |
int j; |
| 636 |
|
| 637 |
for (j=1; j<socket_info.allocated_sockets; j++) |
| 638 |
if (init_sockets[j].status == Ns_Avail) { |
| 639 |
newsocknum=j; |
| 640 |
break; |
| 641 |
} |
| 642 |
} |
| 643 |
init_sockets[newsocknum].fd=accept(init_sockets[0].fd, (struct sockaddr *)&addr, &addrlen); |
| 644 |
if (init_sockets[newsocknum].fd==-1) { |
| 645 |
LOG(llevError, "accept failed: %s\n", strerror_local(errno)); |
| 646 |
} |
| 647 |
else { |
| 648 |
char buf[MAX_BUF]; |
| 649 |
long ip; |
| 650 |
NewSocket *ns; |
| 651 |
|
| 652 |
ns = &init_sockets[newsocknum]; |
| 653 |
|
| 654 |
ip = ntohl(addr.sin_addr.s_addr); |
| 655 |
sprintf(buf, "%ld.%ld.%ld.%ld", (ip>>24)&255, (ip>>16)&255, (ip>>8)&255, ip&255); |
| 656 |
|
| 657 |
if (checkbanned(NULL, buf)) { |
| 658 |
LOG(llevInfo, "Banned host tried to connect: [%s]\n", buf); |
| 659 |
close(init_sockets[newsocknum].fd); |
| 660 |
init_sockets[newsocknum].fd = -1; |
| 661 |
} |
| 662 |
else { |
| 663 |
InitConnection(ns, buf); |
| 664 |
socket_info.nconns++; |
| 665 |
} |
| 666 |
} |
| 667 |
} |
| 668 |
|
| 669 |
/* Check for any exceptions/input on the sockets */ |
| 670 |
if (pollret) for(i=1;i<socket_info.allocated_sockets;i++) { |
| 671 |
if (init_sockets[i].status == Ns_Avail) continue; |
| 672 |
if (FD_ISSET(init_sockets[i].fd,&tmp_exceptions)) { |
| 673 |
free_newsocket(&init_sockets[i]); |
| 674 |
init_sockets[i].status = Ns_Avail; |
| 675 |
socket_info.nconns--; |
| 676 |
continue; |
| 677 |
} |
| 678 |
if (FD_ISSET(init_sockets[i].fd, &tmp_read)) { |
| 679 |
HandleClient(&init_sockets[i], NULL); |
| 680 |
} |
| 681 |
if (FD_ISSET(init_sockets[i].fd, &tmp_write)) { |
| 682 |
init_sockets[i].can_write=1; |
| 683 |
} |
| 684 |
} |
| 685 |
|
| 686 |
/* This does roughly the same thing, but for the players now */ |
| 687 |
for (pl=first_player; pl!=NULL; pl=next) { |
| 688 |
|
| 689 |
next=pl->next; |
| 690 |
if (pl->socket.status==Ns_Dead) continue; |
| 691 |
|
| 692 |
if (FD_ISSET(pl->socket.fd,&tmp_write)) { |
| 693 |
if (!pl->socket.can_write) { |
| 694 |
#if 0 |
| 695 |
LOG(llevDebug,"Player %s socket now write enabled\n", pl->ob->name); |
| 696 |
#endif |
| 697 |
pl->socket.can_write=1; |
| 698 |
write_socket_buffer(&pl->socket); |
| 699 |
} |
| 700 |
/* if we get an error on the write_socket buffer, no reason to |
| 701 |
* continue on this socket. |
| 702 |
*/ |
| 703 |
if (pl->socket.status==Ns_Dead) continue; |
| 704 |
} |
| 705 |
else pl->socket.can_write=0; |
| 706 |
|
| 707 |
if (FD_ISSET(pl->socket.fd,&tmp_exceptions)) { |
| 708 |
save_player(pl->ob, 0); |
| 709 |
if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) { |
| 710 |
terminate_all_pets(pl->ob); |
| 711 |
remove_ob(pl->ob); |
| 712 |
} |
| 713 |
leave(pl,1); |
| 714 |
final_free_player(pl); |
| 715 |
} |
| 716 |
else { |
| 717 |
HandleClient(&pl->socket, pl); |
| 718 |
/* If the player has left the game, then the socket status |
| 719 |
* will be set to this be the leave function. We don't |
| 720 |
* need to call leave again, as it has already been called |
| 721 |
* once. |
| 722 |
*/ |
| 723 |
if (pl->socket.status==Ns_Dead) { |
| 724 |
save_player(pl->ob, 0); |
| 725 |
if(!QUERY_FLAG(pl->ob,FLAG_REMOVED)) { |
| 726 |
terminate_all_pets(pl->ob); |
| 727 |
remove_ob(pl->ob); |
| 728 |
} |
| 729 |
leave(pl,1); |
| 730 |
final_free_player(pl); |
| 731 |
} else { |
| 732 |
|
| 733 |
/* Update the players stats once per tick. More efficient than |
| 734 |
* sending them whenever they change, and probably just as useful |
| 735 |
*/ |
| 736 |
esrv_update_stats(pl); |
| 737 |
if (pl->last_weight != -1 && pl->last_weight != WEIGHT(pl->ob)) { |
| 738 |
esrv_update_item(UPD_WEIGHT, pl->ob, pl->ob); |
| 739 |
if(pl->last_weight != WEIGHT(pl->ob)) |
| 740 |
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)); |
| 741 |
} |
| 742 |
/* draw_client_map does sanity checking that map is |
| 743 |
* valid, so don't do it here. |
| 744 |
*/ |
| 745 |
draw_client_map(pl->ob); |
| 746 |
if (pl->socket.update_look) esrv_draw_look(pl->ob); |
| 747 |
} |
| 748 |
} |
| 749 |
} |
| 750 |
} |