/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2013, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
+ * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
* ---
*
* recvclient.c: Receive input from the client
- *
+ *
* Known contributors to this file:
* Dave Pare, 1986
+ * Markus Armbruster, 2006-2012
+ * Ron Koenderink, 2009
*/
#include <config.h>
/*
* Receive a line of input from the current player.
- * If the player's eof flag is set, return -1 without receiving input.
- * If the player's aborted flag is set, return -2 without receiving
+ * If the player's aborted flag is set, return -1 without receiving
* input.
* Else receive one line and store it in CMD[SIZE].
* This may block for input, yielding the processor. Flush buffered
* output when blocking, to make sure player sees the prompt.
- * If the player's connection has the I/O error indicator set, or the
- * line is "aborted", set the player's aborted flag and return -2.
- * If the player's connection has the EOF indicator set, or the line
- * is "ctld", set the player's eof flag and return -1.
+ * If the player's connection has the I/O error or EOF indicator set,
+ * or the line is "aborted", set the player's aborted flag and return
+ * -1.
+ * If we block and time out, set the EOF indicator on the player's
+ * connection, set the player's aborted flag, and return -1.
+ * If the line is "ctld", set the player's eof and aborted flag and
+ * return -1.
* Else return the length of the line.
* Design bug: there is no way to indicate truncation of a long line.
*/
int
recvclient(char *cmd, int size)
{
- int count;
+ int count, res;
+ time_t deadline;
count = -1;
- while (!player->aborted && !player->eof) {
+ while (!player->aborted) {
/* Try to get a line of input */
count = io_gets(player->iop, cmd, size);
if (count >= 0) {
/* got it */
if (strcmp(cmd, "ctld") == 0)
- player->eof = 1;
+ player->aborted = player->got_ctld = 1;
if (strcmp(cmd, "aborted") == 0)
player->aborted = 1;
journal_input(cmd);
break;
}
- /* Make sure player sees prompt */
- io_output_all(player->iop);
-
/*
- * If io_output_all() blocked and got unblocked by command
- * abortion, we must return without blocking in io_input().
+ * Flush all queued output before potentially sleeping in
+ * io_input(), to make sure player sees the prompt.
*/
- if (player->aborted)
- break;
+ deadline = player_io_deadline(player, 0);
+ while (io_output(player->iop, deadline) > 0)
+ ;
- /* Await more input */
- io_input(player->iop, IO_WAIT);
- if (io_error(player->iop))
+ /*
+ * Try to receive some input. Need to recompute deadline;
+ * command abortion during io_output() might have changed it.
+ */
+ deadline = player_io_deadline(player, 0);
+ res = io_input(player->iop, deadline);
+ if (res > 0)
+ ;
+ else if (res < 0)
player->aborted = 1;
else if (io_eof(player->iop))
- player->eof = 1;
+ player->aborted = 1;
+ else if (!player->aborted) {
+ pr_flash(player, "idle connection terminated\n");
+ io_set_eof(player->iop);
+ player->aborted = 1;
+ }
}
- if (player->eof)
+ if (player->aborted) {
+ player->recvfail++;
+ if (player->recvfail > 255) {
+ /*
+ * Looks like the thread is stuck in a loop that fails to
+ * check errors; oops once, then slow it down drastically.
+ */
+ CANT_HAPPEN(player->recvfail == 256);
+ empth_sleep(time(NULL) + 60);
+ }
return -1;
- if (player->aborted)
- return -2;
+ }
+ player->recvfail = 0;
return count;
}