Crossfire Server, Trunk  R20708
loop.c File Reference
#include "global.h"
#include <arpa/inet.h>
#include <assert.h>
#include <errno.h>
#include <fcntl.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <sys/types.h>
#include <sys/time.h>
#include <netinet/in.h>
#include <netdb.h>
#include "image.h"
#include "newserver.h"
#include "server.h"
#include "sockproto.h"
#include "sproto.h"
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Go to the source code of this file.

Data Structures

struct  client_cmd_mapping
struct  player_cmd_mapping


typedef void(* func_uint8_int_ns )(char *, int, socket_struct *)
typedef void(* func_uint8_int_pl )(char *, int, player *)


static void block_until_new_connection (void)
bool connection_alive (socket_struct socket)
void do_server (void)
void handle_client (socket_struct *ns, player *pl)
static int handle_cmd (socket_struct *ns, player *pl, char *cmd, char *data, int len)
static int is_fd_valid (int fd)
static void new_connection (int listen_fd)
void request_info_cmd (char *buf, int len, socket_struct *ns)


static const struct
client_commands []
static const struct
player_commands []
unsigned long todtick

Detailed Description

Main client/server loops.


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 lowlevel.c

Definition in file loop.c.

Typedef Documentation

typedef void(* func_uint8_int_ns)(char *, int, socket_struct *)

Prototype for functions the client sends without player interaction.

Definition at line 62 of file loop.c.

typedef void(* func_uint8_int_pl)(char *, int, player *)

Prototype for functions used to handle player actions.

Definition at line 71 of file loop.c.

Function Documentation

static void block_until_new_connection ( void  )

Waits for new connection when there is no one connected.

Definition at line 333 of file loop.c.

References Socket_Info::allocated_sockets, Settings::fastclock, flush_old_maps(), init_sockets, socket_struct::listen, llevInfo, LOG(), Socket_Info::max_filedescriptor, metaserver_update(), Ns_Add, reset_sleep(), settings, socket_info, tick_the_clock(), and watchdog().

Referenced by do_server().

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bool connection_alive ( socket_struct  socket)

Check whether the given socket's connection is alive or not.

True if connection is active, false if not.

Definition at line 480 of file loop.c.

References BEAT_INTERVAL, socket_struct::heartbeat, socket_struct::last_tick, and tick_length().

Referenced by do_server().

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void handle_client ( socket_struct ns,
player pl 

Handle commands from a client. This function should only be called when the socket is readable. If an error occurs, the socket status will be set to Ns_Dead; it is up to the caller to clean it up.

nsSocket sending the command
plPlayer associated with this socket, or NULL

Definition at line 234 of file loop.c.

References SockList::buf, socket_struct::faces_sent, socket_struct::fd, handle_cmd(), socket_struct::inbuf, socket_struct::last_tick, SockList::len, Ns_Dead, pl::ob, SockList_NullTerminate(), SockList_ReadPacket(), SockList_ResetRead(), obj::speed_left, ST_PLAYING, pl::state, socket_struct::status, and strtok_r.

Referenced by do_server(), and handle_newcs_player().

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static int handle_cmd ( socket_struct ns,
player pl,
char *  cmd,
char *  data,
int  len 

Definition at line 195 of file loop.c.

References client_cmd_mapping::cmdname, player_cmd_mapping::cmdname, client_cmd_mapping::cmdproc, player_cmd_mapping::cmdproc, player_cmd_mapping::flag, socket_struct::host, llevDebug, LOG(), ST_PLAYING, and pl::state.

Referenced by handle_client().

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static int is_fd_valid ( int  fd)

Checks if file descriptor is valid.

fdfile descriptor to check.
1 if fd is valid, 0 else.

Definition at line 395 of file loop.c.

Referenced by do_server().

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static void new_connection ( int  listen_fd)

Handle a new connection from a client.

listen_fdfile descriptor the request came from.

Definition at line 407 of file loop.c.

References Socket_Info::allocated_sockets, checkbanned(), socket_struct::faces_sent, socket_struct::faces_sent_len, fatal(), socket_struct::fd, init_connection(), init_sockets, socket_struct::listen, llevDebug, llevError, llevInfo, LOG(), MAX_BUF, nrofpixmaps, Ns_Avail, OUT_OF_MEMORY, SEE_LAST_ERROR, snprintf, socket_info, socklen_t, and socket_struct::status.

Referenced by do_server().

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void request_info_cmd ( char *  buf,
int  len,
socket_struct ns 

request_info_cmd is sort of a meta command. There is some specific request of information, but we call other functions to provide that information.

bufbuffer containing the information requested.
lenlength of buf, ignored.
nssocket to write data to.

Definition at line 133 of file loop.c.

References socket_struct::host, knowledge_send_info(), llevDebug, LOG(), send_class_info(), send_class_list(), send_exp_table(), send_file(), send_image_info(), send_image_sums(), send_map_info(), send_new_char_info(), send_race_info(), send_race_list(), send_skill_info(), send_spell_paths(), Send_With_Handling(), SockList_AddString(), SockList_Init(), and SockList_Term().

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Variable Documentation

const struct client_cmd_mapping client_commands[]
Initial value:
= {
{ "addme", add_me_cmd },
{ "askface", send_face_cmd },
{ "beat", NULL },
{ "requestinfo", request_info_cmd },
{ "setup", set_up_cmd },
{ "version", version_cmd },
{ "asksmooth", ask_smooth_cmd },
{ "accountlogin", account_login_cmd },
{ "accountnew", account_new_cmd },
{ "accountaddplayer", account_add_player_cmd },
{ "accountplay", account_play_cmd },
{ "accountpw", account_password },
{ "createplayer", create_player_cmd },
void account_login_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:2050
void version_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:581
void account_password(char *buf, int len, socket_struct *ns)
Definition: request.c:2875
void account_new_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:2176
void set_up_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:93
void request_info_cmd(char *buf, int len, socket_struct *ns)
Definition: loop.c:133
void ask_smooth_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:423
void account_add_player_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:2284
void add_me_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:347
void send_face_cmd(char *buff, int len, socket_struct *ns)
Definition: image.c:43
void create_player_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:2500
void account_play_cmd(char *buf, int len, socket_struct *ns)
Definition: request.c:2413

Commands sent directly by client, when connecting or when needed.

Definition at line 108 of file loop.c.

const struct player_cmd_mapping player_commands[]
Initial value:
= {
{ "examine", examine_cmd, 1 },
{ "apply", apply_cmd, 1 },
{ "move", move_cmd, 1 },
{ "reply", reply_cmd, 0 },
{ "lookat", look_at_cmd, 1 },
{ "inscribe", inscribe_scroll_cmd, 0 },
{ NULL, NULL, 0 }
void(* func_uint8_int_pl)(char *, int, player *)
Definition: loop.c:71
void mark_item_cmd(uint8_t *data, int len, player *pl)
Definition: item.c:723
void look_at_cmd(char *buf, int len, player *pl)
Definition: item.c:819
void new_player_cmd(uint8_t *buf, int len, player *pl)
Definition: request.c:447
void inscribe_scroll_cmd(char *buf, int len, player *pl)
Definition: item.c:908
void lock_item_cmd(uint8_t *data, int len, player *pl)
Definition: item.c:671
void examine_cmd(char *buf, int len, player *pl)
Definition: item.c:612
void apply_cmd(char *buf, int len, player *pl)
Definition: item.c:631
void reply_cmd(char *buf, int len, player *pl)
Definition: request.c:509
void move_cmd(char *buf, int len, player *pl)
Definition: request.c:636

Dispatch tables for the server.

CmdMapping is the dispatch table for the server, used in handle_client, 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.Commands sent by the client reacting to player's actions.

Definition at line 94 of file loop.c.

unsigned long todtick

Ingame time

Definition at line 441 of file init.c.

Referenced by init_clocks(), and write_todclock().