2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2008, 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, 2005-2008
39 #include <sys/types.h>
40 #include <sys/socket.h>
41 #include <netinet/in.h>
42 #include <arpa/inet.h>
47 #include "empthread.h"
55 #include "prototypes.h"
57 static struct emp_qelem Players;
58 static int player_socket;
59 static size_t player_addrlen;
64 emp_initque(&Players);
65 init_player_commands();
67 player_socket = tcp_listen(*listen_addr ? listen_addr : NULL,
68 loginport, &player_addrlen);
76 lp = malloc(sizeof(struct player));
79 memset(lp, 0, sizeof(struct player));
81 /* real player, not dummy created by update and market update */
82 lp->iop = io_open(s, IO_READ | IO_WRITE | IO_NBLOCK, IO_BUFSIZE);
87 emp_insque(&lp->queue, &Players);
96 player_delete(struct player *lp)
100 back = (struct player *)lp->queue.q_back;
102 emp_remque(&lp->queue);
104 /* it's a real player */
109 /* XXX may need to free bigmap here */
114 player_next(struct player *lp)
117 lp = (struct player *)Players.q_forw;
119 lp = (struct player *)lp->queue.q_forw;
120 if (&lp->queue == &Players)
126 player_prev(struct player *lp)
129 lp = (struct player *)Players.q_back;
131 lp = (struct player *)lp->queue.q_back;
132 if (&lp->queue == &Players)
138 * Return player in state PS_PLAYING for CNUM.
141 getplayer(natid cnum)
143 struct emp_qelem *qp;
146 for (qp = Players.q_forw; qp != &Players; qp = qp->q_forw) {
147 pl = (struct player *)qp;
148 if (pl->cnum == cnum && pl->state == PS_PLAYING)
157 player_accept(void *unused)
159 struct sockaddr *sap;
161 int s = player_socket;
168 #ifdef RESOLVE_IPADDRESS
169 struct hostent *hostp;
172 /* auto sockaddr_storage would be simpler, but less portable */
173 sap = malloc(player_addrlen);
176 empth_select(s, EMPTH_FD_READ);
177 len = player_addrlen;
178 ns = accept(s, sap, &len);
179 /* FIXME accept() can block on some systems (RST after select() reports ready) */
181 logerror("new socket accept");
184 /* FIXME SO_KEEPALIVE is useless, player_kill_idle() strikes long before */
185 (void)setsockopt(ns, SOL_SOCKET, SO_KEEPALIVE, &set, sizeof(set));
188 logerror("can't create player for fd %d", ns);
192 #ifdef HAVE_GETADDRINFO
193 inaddr = sap->sa_family == AF_INET
194 ? (void *)&((struct sockaddr_in *)sap)->sin_addr
195 : (void *)&((struct sockaddr_in6 *)sap)->sin6_addr;
196 /* Assumes that if you got getaddrinfo(), you got inet_ntop() too */
197 if (!inet_ntop(sap->sa_family, inaddr,
198 np->hostaddr, sizeof(np->hostaddr))) {
199 logerror("inet_ntop() failed: %s", strerror(errno));
204 inaddr = &((struct sockaddr_in *)sap)->sin_addr;
205 strcpy(np->hostaddr, inet_ntoa(*(struct in_addr *)inaddr));
207 #ifdef RESOLVE_IPADDRESS
208 hostp = gethostbyaddr(inaddr, player_addrlen, sap->sa_family);
210 strcpy(np->hostname, hostp->h_name);
211 #endif /* RESOLVE_IPADDRESS */
212 /* FIXME ancient black magic; figure out true stack need */
214 /* budget */ + MAX(WORLD_SZ() * sizeof(int) * 7,
215 /* power */ MAXNOC * sizeof(struct powstr));
216 sprintf(buf, "Conn%d", ns);
217 empth_create(player_login, stacksize, 0, buf, np);