2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2007, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 * See files README, COPYING and CREDITS in the root of the source
23 * tree for related information and legal notices. It is expected
24 * that future projects/authors will amend these files as needed.
28 * accept.c: Keep track of people logged in
30 * Known contributors to this file:
32 * Markus Armbruster, 2005
39 #include <sys/types.h>
40 #include <sys/socket.h>
42 #include <netinet/in.h>
43 #include <arpa/inet.h>
49 #include "empthread.h"
56 #include "prototypes.h"
58 static struct emp_qelem Players;
59 static int player_socket;
60 static size_t player_addrlen;
65 emp_initque(&Players);
66 init_player_commands();
68 player_socket = tcp_listen(*listen_addr ? listen_addr : NULL,
69 loginport, &player_addrlen);
77 lp = malloc(sizeof(struct player));
80 memset(lp, 0, sizeof(struct player));
82 /* real player, not dummy created by update and market update */
83 lp->iop = io_open(s, IO_READ | IO_WRITE | IO_NBLOCK, IO_BUFSIZE);
88 emp_insque(&lp->queue, &Players);
97 player_delete(struct player *lp)
101 back = (struct player *)lp->queue.q_back;
103 emp_remque(&lp->queue);
105 /* it's a real player */
110 /* XXX may need to free bigmap here */
115 player_next(struct player *lp)
118 lp = (struct player *)Players.q_forw;
120 lp = (struct player *)lp->queue.q_forw;
121 if (&lp->queue == &Players)
127 player_prev(struct player *lp)
130 lp = (struct player *)Players.q_back;
132 lp = (struct player *)lp->queue.q_back;
133 if (&lp->queue == &Players)
139 * Return player in state PS_PLAYING for CNUM.
142 getplayer(natid cnum)
144 struct emp_qelem *qp;
147 for (qp = Players.q_forw; qp != &Players; qp = qp->q_forw) {
148 pl = (struct player *)qp;
149 if (pl->cnum == cnum && pl->state == PS_PLAYING)
158 player_accept(void *unused)
160 struct sockaddr *sap;
162 int s = player_socket;
169 #ifdef RESOLVE_IPADDRESS
170 struct hostent *hostp;
173 /* auto sockaddr_storage would be simpler, but less portable */
174 sap = malloc(player_addrlen);
177 empth_select(s, EMPTH_FD_READ);
178 len = player_addrlen;
179 ns = accept(s, sap, &len);
180 /* FIXME accept() can block on some systems (RST after select() reports ready) */
182 logerror("new socket accept");
185 /* FIXME SO_KEEPALIVE is useless, player_kill_idle() strikes long before */
186 (void)setsockopt(ns, SOL_SOCKET, SO_KEEPALIVE, &set, sizeof(set));
189 logerror("can't create player for fd %d", ns);
193 #ifdef HAVE_GETADDRINFO
194 inaddr = sap->sa_family == AF_INET
195 ? (void *)&((struct sockaddr_in *)sap)->sin_addr
196 : (void *)&((struct sockaddr_in6 *)sap)->sin6_addr;
197 /* Assumes that if you got getaddrinfo(), you got inet_ntop() too */
198 if (!inet_ntop(sap->sa_family, inaddr,
199 np->hostaddr, sizeof(np->hostaddr))) {
200 logerror("inet_ntop() failed: %s", strerror(errno));
205 inaddr = &((struct sockaddr_in *)sap)->sin_addr;
206 strcpy(np->hostaddr, inet_ntoa(*(struct in_addr *)inaddr));
208 #ifdef RESOLVE_IPADDRESS
209 hostp = gethostbyaddr(inaddr, player_addrlen, sap->sa_family);
211 strcpy(np->hostname, hostp->h_name);
212 #endif /* RESOLVE_IPADDRESS */
213 /* FIXME ancient black magic; figure out true stack need */
215 /* budget */ + MAX(WORLD_SZ() * sizeof(int) * 7,
216 /* power */ MAXNOC * sizeof(struct powstr));
217 sprintf(buf, "Player (fd #%d)", ns);
218 empth_create(player_login, stacksize, 0, buf, np);