Timeout during execute gets handled just like an EOF cookie: end the
batch file, resume reading normal commands. That's wrong, we need to
close the connection.
A real EOF is recorded in the player's connection's EOF indicator.
Let's use that for all "connection needs to be closed" conditions, so
they all work the same. Create io_set_eof() to provide access.
Make recvclient() set the player connection's EOF indicator on
timeout. This makes the timeout "stick". Record receipt of an EOF
cookie in new struct player member got_ctld. Also abort the command,
as before. This leaves further interpretation of the EOF cookie to
the command loops.
Make player_main() set the player connection's EOF indicator on
got_ctld. Player connection gets closed on on EOF cookie, as before.
Change execute() to break the batch command loop when got_ctld is set,
then reset it. Ends the batch file on EOF cookie, as before.
Change status() back to checking EOF and error indicators (partial
revert of commit 9c5854c8
, v4.3.16), and drop struct player member
eof.
122 lines
3.5 KiB
C
122 lines
3.5 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire 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 3 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, see <http://www.gnu.org/licenses/>.
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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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* recvclient.c: Receive input from the client
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*
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* Known contributors to this file:
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* Dave Pare, 1986
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* Markus Armbruster, 2006-2012
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* Ron Koenderink, 2009
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*/
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#include <config.h>
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#include "empio.h"
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#include "journal.h"
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#include "player.h"
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#include "prototypes.h"
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/*
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* Receive a line of input from the current player.
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* If the player's aborted flag is set, return -1 without receiving
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* input.
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* Else receive one line and store it in CMD[SIZE].
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* This may block for input, yielding the processor. Flush buffered
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* output when blocking, to make sure player sees the prompt.
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* If the player's connection has the I/O error or EOF indicator set,
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* or the line is "aborted", set the player's aborted flag and return
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* -1.
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* If we block and time out, set the EOF indicator on the player's
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* connection, set the player's aborted flag, and return -1.
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* If the line is "ctld", set the player's eof and aborted flag and
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* return -1.
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* Else return the length of the line.
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* Design bug: there is no way to indicate truncation of a long line.
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*/
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int
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recvclient(char *cmd, int size)
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{
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int count, res;
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count = -1;
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while (!player->aborted) {
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/* Try to get a line of input */
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count = io_gets(player->iop, cmd, size);
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if (count >= 0) {
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/* got it */
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if (strcmp(cmd, "ctld") == 0)
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player->aborted = player->got_ctld = 1;
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if (strcmp(cmd, "aborted") == 0)
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player->aborted = 1;
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journal_input(cmd);
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break;
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}
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/*
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* Flush all queued output before potentially sleeping in
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* io_input(), to make sure player sees the prompt.
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*/
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while (io_output(player->iop,
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player->may_sleep >= PLAYER_SLEEP_ON_INPUT) > 0)
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;
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/*
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* If io_output() blocked and got unblocked by command
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* abortion, we must return without blocking in io_input().
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*/
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if (player->aborted)
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break;
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res = io_input(player->iop, 1);
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if (res > 0)
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;
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else if (res < 0)
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player->aborted = 1;
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else if (io_eof(player->iop))
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player->aborted = 1;
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else if (!player->aborted) {
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pr_flash(player, "idle connection terminated\n");
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io_set_eof(player->iop);
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player->aborted = 1;
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}
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}
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if (player->aborted) {
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player->recvfail++;
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if (player->recvfail > 255) {
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/*
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* Looks like the thread is stuck in a loop that fails to
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* check errors; oops once, then slow it down drastically.
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*/
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CANT_HAPPEN(player->recvfail == 256);
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empth_sleep(time(NULL) + 60);
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}
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return -1;
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}
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player->recvfail = 0;
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return count;
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}
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