244 lines
5.7 KiB
C
244 lines
5.7 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* accept.c: Keep track of people logged in
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*
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* Known contributors to this file:
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* Dave Pare, 1994
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* Markus Armbruster, 2005
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*/
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#include <config.h>
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#ifdef _WIN32
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#define WIN32
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#include <winsock2.h>
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#undef NS_ALL
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#else
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#include <sys/types.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include <arpa/inet.h>
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#include <netdb.h>
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#include <sys/ioctl.h>
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#include <unistd.h>
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#endif
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#include <signal.h>
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#include <errno.h>
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#include <fcntl.h>
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#include <stdio.h>
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#include "empio.h"
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#include "empthread.h"
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#include "file.h"
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#include "misc.h"
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#include "optlist.h"
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#include "player.h"
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#include "power.h"
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#include "proto.h"
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#include "prototypes.h"
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static struct emp_qelem Players;
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static int player_socket;
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static size_t player_addrlen;
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void
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player_init(void)
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{
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emp_initque(&Players);
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init_player_commands();
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player_socket = tcp_listen(*listen_addr ? listen_addr : NULL,
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loginport, &player_addrlen);
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}
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struct player *
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player_new(int s)
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{
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struct player *lp;
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lp = malloc(sizeof(struct player));
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if (!lp)
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return NULL;
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memset(lp, 0, sizeof(struct player));
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if (s >= 0) {
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/* real player, not dummy created by update and market update */
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lp->iop = io_open(s, IO_READ | IO_WRITE | IO_NBLOCK, IO_BUFSIZE);
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if (!lp->iop) {
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free(lp);
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return NULL;
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}
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emp_insque(&lp->queue, &Players);
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lp->cnum = 255;
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lp->curid = -1;
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time(&lp->curup);
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}
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return lp;
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}
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struct player *
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player_delete(struct player *lp)
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{
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struct player *back;
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back = (struct player *)lp->queue.q_back;
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if (back)
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emp_remque(&lp->queue);
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if (lp->iop) {
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/* it's a real player */
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io_close(lp->iop);
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lp->iop = 0;
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}
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free(lp);
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/* XXX may need to free bigmap here */
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return back;
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}
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struct player *
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player_next(struct player *lp)
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{
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if (lp == 0)
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lp = (struct player *)Players.q_forw;
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else
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lp = (struct player *)lp->queue.q_forw;
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if (&lp->queue == &Players)
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return 0;
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return lp;
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}
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struct player *
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player_prev(struct player *lp)
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{
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if (lp == 0)
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lp = (struct player *)Players.q_back;
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else
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lp = (struct player *)lp->queue.q_back;
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if (&lp->queue == &Players)
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return 0;
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return lp;
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}
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/*
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* Return player in state PS_PLAYING for CNUM.
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*/
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struct player *
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getplayer(natid cnum)
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{
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struct emp_qelem *qp;
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struct player *pl;
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for (qp = Players.q_forw; qp != &Players; qp = qp->q_forw) {
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pl = (struct player *)qp;
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if (pl->cnum == cnum && pl->state == PS_PLAYING)
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return pl;
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}
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return NULL;
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}
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void
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player_wakeup_all(natid cnum)
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{
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struct player *lp;
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if (NULL != (lp = getplayer(cnum)))
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player_wakeup(lp);
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}
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void
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player_wakeup(struct player *pl)
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{
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if (pl->waiting)
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empth_wakeup(pl->proc);
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}
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/*ARGSUSED*/
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void
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player_accept(void *unused)
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{
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struct sockaddr *sap;
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void *inaddr;
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int s = player_socket;
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struct player *np;
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int len;
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int ns;
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int set = 1;
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int stacksize;
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char buf[128];
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#ifdef RESOLVE_IPADDRESS
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struct hostent *hostp;
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#endif
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/* auto sockaddr_storage would be simpler, but less portable */
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sap = malloc(player_addrlen);
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while (1) {
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empth_select(s, EMPTH_FD_READ);
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len = player_addrlen;
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ns = accept(s, sap, &len);
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/* FIXME accept() can block on some systems (RST after select() reports ready) */
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if (ns < 0) {
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logerror("new socket accept");
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continue;
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}
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/* FIXME SO_KEEPALIVE is useless, player_kill_idle() strikes long before */
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(void)setsockopt(ns, SOL_SOCKET, SO_KEEPALIVE, &set, sizeof(set));
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np = player_new(ns);
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if (!np) {
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logerror("can't create player for fd %d", ns);
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close(ns);
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continue;
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}
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#ifdef HAVE_GETADDRINFO
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inaddr = sap->sa_family == AF_INET
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? (void *)&((struct sockaddr_in *)sap)->sin_addr
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: (void *)&((struct sockaddr_in6 *)sap)->sin6_addr;
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/* Assumes that if you got getaddrinfo(), you got inet_ntop() too */
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if (!inet_ntop(sap->sa_family, inaddr,
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np->hostaddr, sizeof(np->hostaddr))) {
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logerror("inet_ntop() failed: %s", strerror(errno));
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close(ns);
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continue;
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}
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#else
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inaddr = &((struct sockaddr_in *)sap)->sin_addr;
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strcpy(np->hostaddr, inet_ntoa(*(struct in_addr *)inaddr));
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#endif
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#ifdef RESOLVE_IPADDRESS
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hostp = gethostbyaddr(inaddr, player_addrlen, sap->sa_family);
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if (NULL != hostp)
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strcpy(np->hostname, hostp->h_name);
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#endif /* RESOLVE_IPADDRESS */
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/* XXX may not be big enough */
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stacksize = 100000
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/* budget */ + MAX(WORLD_X * WORLD_Y / 2 * sizeof(int) * 7,
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/* power */ MAXNOC * sizeof(struct powstr));
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sprintf(buf, "Player (fd #%d)", ns);
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empth_create(PP_PLAYER, player_login, stacksize,
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0, buf, "Empire player", np);
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}
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}
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