empserver/src/lib/player/accept.c
2006-07-11 18:42:08 +00:00

244 lines
5.7 KiB
C

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