max_idle applies in state PS_PLAYING, login_grace_time before (login,
state PS_INIT) and after (logout, state PS_SHUTDOWN).
Cut login_grace_time to two minutes, from max_idle's 15. Two minutes
is plenty to complete login and logout. Makes swamping the server
with connections slightly harder, as they get dropped faster. While
that makes sense all by itself, the real aim is making increasing
max_idle safe. The next commit will complete that job.
Idle timeout used to expire max_idle minutes after the last
player->curup update. When we got rid of the idle thread in commit
08b94556 (v4.3.20), this got changed to "wait no more than max_idle
minutes for input". Time spent computing and time spent blocked on
output no longer counts. In particular, a connection can block
indefinitely on output since then. Let's fix that.
Start with basing the input timeout on player->curup again. The
missing output timeout will be added shortly.
Aside: since status() updates player->curup, the idle timer gets reset
when the update aborts a command. Left for another day.
Commit 08b94556 (v4.3.20) added io_open() parameter input_timeout. It
applies to io_input() and, since commit 904822e3, to io_close(). Add
timeout parameters to these functions instead.
Commit 1e1dfc86 (v4.3.23) attempted to do this, but it's flawed.
Server shutdown makes the player command loops terminate. Each player
thread then flushes buffered output and closes the server's end of the
connection. The client eventually gets EOF, and closes its end of the
connection. All is well.
However, if the client sends more input after the server closed its
end of the connection, but before it completed receiving server
output, it gets ECONNRESET, and the remaining output is lost.
Instead of closing the server's end of the connection, we need to shut
down its transmission direction, then wait for the client to close its
end, by receiving client input until EOF. Do that in io_close().
The output flushing in player_login() is now superfluous. Remove it.
Make shutdwn() wait for the io_close() to complete instead of output
queues to drain. Without that, we could still close the server's end
of the connection prematurely, through program termination. Change
player_delete() to keep the player in Players until after io_close()
completes, so that shutdwn() can detect completion.
Why upgrade? I'm not a lawyer, but here's my take on the differences
to version 2:
* Software patents: better protection against abuse of patents to
prevent users from exercising the rights under the GPL. I doubt
we'll get hit with a patent suit, but it's a good move just on
general principles.
* License compatibility: compatible with more free licenses, i.e. can
"steal" more free software for use in Empire. I don't expect to steal
much, but it's nice to have the option.
* Definition of "source code": modernization of some details for today's
networked world, to make it easier to distribute the software. Not
really relevant to us now, as we normally distribute full source code.
* Tivoization: this is about putting GPL-licensed software in hardware,
then make the hardware refuse to run modified software. "Neat" trick
to effectively deny its users their rights under the GPL. Abuse was
"pioneered" by TiVo (popular digital video recorders). GPLv3 forbids
it. Unlikely to become a problem for us.
* Internationalization: more careful wording, to harden the license
outside the US. The lawyers tell us it better be done that way.
* License violations: friendlier way to deal with license violations.
This has come out of past experience enforcing the GPL.
* Additional permissions: Probably not relevant to us.
Also include myself in the list of principal authors.
A player thread may sleep on input or output, except:
(1) While it is executing a C_MOD command, it may only sleep on input.
(2) While it is being aborted by the update or shutdown, it may not
sleep at all.
To find out whether a player thread may sleep on input, code has to
check condition (2). It needs do to that in recvclient().
To find out whether it may sleep on output, it has to check both
conditions. It needs to do that in pr_player() and upr_player().
The code tracked condition (1) in global variable play_lock_wanted.
It checked condition (2) by examining struct player member command.
Replace all that by new struct player member may_sleep. Initialize it
in player_new(), update it in dispatch(), shutdwn() and update_run().
This makes the tests in recvclient(), pr_player() and upr_player()
obvious. play_wrlock_wanted() is now unused, remove it.
The blocking I/O option makes no sense in the server, because it
blocks the server process instead of the thread. In fact, it's been
unused since Empire 2, except for one place, where it was used
incorrectly, and got removed in the previous commit.
Make I/O non-blocking in io_open() unconditionally. Remove IO_NBLOCK
and io_noblocking().
Remove the KillIdle thread. Add timeout to struct iop, initialized in
io_open(). Obey it in io_input() by passing it to empth_select(). If
empth_select() times out, report that back through io_input() to
recvclient() and player_login(). If player_login() receives a timeout
indication, print a message and terminate the session. If
recvclient() receives a timeout indication, flash a message to the
player and initiate a shut down the player's session.
Create WIN32 sys/time.h to define struct timeval. This creates some
conflicts with WIN32 windows.h definitions. Including windows.h in
show.c and info.c creates conflicts, so remove that. Modify service.c
to include sys/socket.h instead of windows.h to remove the conflict
with sys/time.h.
This makes the journal easier to read, and makes journals
from the nightly build easier to diff.
Since we use only the 10 first characters of the name,
abridge existing thread names to make them unique within
that many characters.
[_WIN32]: New in.h, inet.h, netdb.h. Windows equivalent for POSIX
includes.
(tcp_connect): Use new include files and inet_ntop().
Allows tcp_connect() to compile when HAVE_GETADDRINFO is enabled.
(isok, ef_init, bmaps_intersect, bp_init, player_accept)
(finish_sects, main): Use it.
(bp_neighbors, bp_lbcost, pathcost): Use XYOFFSET(). No
functional change.
supports priorities. Update synchronization used to rely on them,
which naturally worked only with LWP (#1504036). With that fixed, no
uses of priorities remained, but a minor bug did: players could starve
out threads with priorities below PP_PLAYER, i.e. delete_lostitems()
and player_kill_idle(). Closes#1458175:
(empth_create): Remove parameter prio. Callers changed. Also gets
rid of misleading comments in pthread.c and ntthread.c.
(PP_MAIN, PP_UPDATE, PP_SHUTDOWN, PP_SCHED, PP_TIMESTAMP, PP_PLAYER)
(PP_ACCEPT, PP_KILLIDLE): Remove.
(empth_init, empth_create) [EMPTH_LWP]: Pass priority 1.
separate the MinGW environment from the MSVC environment and
WIN32 environment. Reorganize the order of the includes so
the system files are always loaded first to prevent with misc.h defines.
Remove system file includes from misc.h.
other. Ensure headers in include/ can be included in any order
(except for econfig-spec.h, which is special). New header types.h to
help avoid inclusion cycles. Sort include directives. Remove some
superflous includes.
(ltend, multifire, quite_bigdef, mine, landmine)
(do_loan, prod, printdiff, sell, sona, stre)
(tend, fire_dchrg, vers, work, ac_planedamage)
(ac_shipflak, ask_off, get_mine_dsupport, att_fight)
(ask_move_in_off, detonate, sd, land_gun)
(land_unitgun, lnd_fort_interdiction, lnd_fortify)
(perform_mission, pln_mine, pln_mobcost)
(retreat_ship1, retreat_land1, shp_sweep)
(shp_fort_interdiction, shp_missle_defense)
(new_work, growfood, upd_land, land_repair)
(get_materials, do_mob_ship, do_mob_land)
(load_it, unload_it, prod_plane, produce)
(guerrilla, upd_buildeff, spread_fallout)
(upd_ship, ship_repair, min, dmin, MIN):
Remove min() and dmin() functions and replace
with a MIN macro in misc.h. Remove local MIN
macros and use the new one in misc.h. This
change removes the need for the special
case for _WIN32.
(fuel, look_ship, multifire, mission, sona)
(plane_sona, ef_open, player_accept, player_main)
(ac_dog, att_get_combat, calc_mobcost)
(ask_move_in_off, intelligence_report)
(build_mission_list_type, perform_mission)
(show_mission, use_supply, dodistribute)
(allocate_memory, max, dmax, MAX):
Remove max() and dmax() functions and replace
with a MAX macro in misc.h. Remove local MAX
macros and use the new one in misc.h. This
change removes the need for the special
case for _WIN32.