4
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1 /*--------------------------------------------------------------------------
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2 NETREK II -- Paradise
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3
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4 Permission to use, copy, modify, and distribute this software and its
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5 documentation, or any derivative works thereof, for any NON-COMMERCIAL
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6 purpose and without fee is hereby granted, provided that this copyright
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7 notice appear in all copies. No representations are made about the
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8 suitability of this software for any purpose. This software is provided
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9 "as is" without express or implied warranty.
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10
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11 Xtrek Copyright 1986 Chris Guthrie
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12 Netrek (Xtrek II) Copyright 1989 Kevin P. Smith
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13 Scott Silvey
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14 Paradise II (Netrek II) Copyright 1993 Larry Denys
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15 Kurt Olsen
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16 Brandon Gillespie
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17 --------------------------------------------------------------------------*/
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18
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19
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20 #include "config.h"
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21 #include <stdio.h>
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22 #include <sys/types.h>
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23 #include <sys/ipc.h>
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24 #include <sys/shm.h>
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25 #include <errno.h>
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26 #include <pwd.h>
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27 #include <string.h>
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28 #include <ctype.h>
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29 #include "defs.h"
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30 #include "struct.h"
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31 #include "data.h"
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32 #include "packets.h"
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33 #include "shmem.h"
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34
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35 int grabslot( /* int */ );
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36 void mapWaitCount( /* int */ );
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37
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38
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39 extern int isClientDead();
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40 extern unsigned int sleep();
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41 extern int sendQueuePacket();
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42 extern int flushSockBuf();
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43
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44 int
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45 findslot(overload, homeaway)
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46 int overload;
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47 enum HomeAway homeaway;
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48 {
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49 int i;
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50
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51 i = grabslot(overload, homeaway);
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52 players[i].p_pos = -1;
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53 memset(&players[i].p_stats, 0, sizeof(struct stats));
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54 players[i].p_stats.st_tticks = 1;
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55 #if 0
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56 for (j = 0; j < 95; j++)
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57 {
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58 players[i].p_stats.st_keymap[j] = j + 32;
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59 }
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60 players[i].p_stats.st_keymap[95] = 0;
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61 #endif
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62 players[i].p_stats.st_flags = ST_INITIAL;
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63 return (i);
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64 }
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65
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66 static int
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67 allocate_slot(homeaway, overload, allocate)
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68 enum HomeAway homeaway;
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69 int overload;
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70 int allocate;
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71 {
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72 int i;
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73 if (overload)
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74 {
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75 for (i = MAXPLAYER - 1; i >= 0; i--)
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76 {
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77 if (players[i].p_status == PFREE)
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78 {
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79 if (allocate)
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80 {
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81 players[i].p_status = POUTFIT;
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82 players[i].p_team = NOBODY;
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83 }
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84 return i;
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85 }
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86 }
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87 }
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88 else
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89 {
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90 #ifdef LEAGUE_SUPPORT
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91 if (status2->league)
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92 {
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93 /*
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94 * for league play, make sure one team doesn't crowd out the other.
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95 */
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96 int count = 0;
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97 for (i = 0; i < MAXPLAYER; i++)
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98 {
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99 if (players[i].p_status == PFREE)
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100 continue;
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101 if (players[i].p_homeaway == homeaway)
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102 count++;
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103 }
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104 if (count * 2 >= MAXPLAYER - configvals->ntesters)
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105 return -1; /* our team is full */
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106 }
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107 #endif
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108 for (i = 0; i < MAXPLAYER - configvals->ntesters; i++)
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109 {
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110 if (players[i].p_status == PFREE)
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111 {
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112 if (allocate)
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113 {
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114 players[i].p_status = POUTFIT;
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115 players[i].p_team = NOBODY;
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116 }
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117 return i;
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118 }
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119 }
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120 }
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121 return -1;
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122 }
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123 #if 0
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124 static int
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125 ImAllowed(slotnum, homeaway)
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126 int slotnum;
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127 enum HomeAway homeaway;
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128 {
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129 #ifdef LEAGUE_SUPPORT
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130 int half;
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131 if (!status2->league)
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132 return 1;
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133
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134 half = (MAXPLAYER - configvals->ntesters) / 2;
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135 return (homeaway == AWAY) ? (slotnum < half) :
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136 (slotnum >= half);
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137 #else
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138 return 1;
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139 #endif
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140 }
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141 #endif
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142 /*
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143 * The following code for grabslot() is really bizarre, and needs an
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144 * explaination.
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145 *
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146 * Basically, the queue works like this: Each process that needs to wait takes
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147 * a number, and when that number comes up, the process enters the game.
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148 * status->count is the next number to take for a new process, and
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149 * status->wait is the current process being served.
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150 *
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151 * However, this is not enough to determine exactly how many people are waiting,
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152 * because people may drop out. So, 3 more variables are added,
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153 * status->request posts a request of some sort to all of the other
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154 * processes, and status->number is the process posting the request. Also,
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155 * status->answer is available for any kind of response needed from the other
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156 * processes. (Needless to say, only one process can make a request at any
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157 * one time).
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158 *
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159 * Every process will wait for a second (sleep(1)), and then check the queue
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160 * status, do what is appropriate, and repeat.
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161 *
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162 * Above and beyond this, processes may die, and not report it (for whatever
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163 * reason, and every process waiting on the queue watches the behavior of
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164 * every other supposed process to make sure it is still alive).
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165 *
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166 * When a space opens up, and the person who holds the number currently being
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167 * served does not respond, then the processes argue over who deserves to get
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168 * in next. The first process to decide that no one is going to take the
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169 * free slot says that his number is the next on to be served. He waits for
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170 * anyone to disagree with him. Any other processes which notice that their
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171 * number is lower than the number being served claim that their number is
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172 * the next one to be served. They also wait for anyone to disagree with
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173 * them. Eventually, everyone is done waiting, and the process with the
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174 * lowest count will be served.
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175 *
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176 * Variables: status->wait: Number being served. status->count: Next
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177 * number to take.
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178 *
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179 * status->request: Process request. (status->number) (status->answer)
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180 * REQFREE: No requests pending. REQWHO: How many people are
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181 * before me? In this case, every process in from of this process (whose
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182 * position is recorded in status->number) increments status->answer.
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183 * REQDEAD: I am leaving the queue (Either to quit, or enter game). Any
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184 * process whose position is higher than this process will note that they are
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185 * closer to the top of the queue.
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186 *
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187 * (Local) waitWin: The window. qwin: The quit half of waitWin.
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188 * countWin: The count half of waitWin. count: My number (Position
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189 * in queue). pseudocount: Number of people in front of me (-1 means I don't
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190 * know). myRequest: This keeps track of requests I've made. If it is non
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191 * zero, then this is the number of times I will leave it there before I get
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192 * my answer (if there is one), and reset status->request. idie: This
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193 * is set to one if I need to leave the queue. When I get a chance, I will
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194 * submit my request, and leave. wearein: This is the slot we grabbed
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195 * to enter the game. If it is -1, then we haven't got a slot yet. If we
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196 * can grab a slot, then wearein is set to the slot #, and idie is set to 1.
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197 *
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198 * Because we need to monitor other processes, the following variables also
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199 * exist:
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200 *
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201 * oldcount: The number that was being served last time I looked. waits:
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202 * Number of times I've seen oldcount as the number being served. If a
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203 * position opens in the game, and no one takes it for a while, we assume
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204 * that someone died. lastRequest: The last request I have seen.
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205 * lastNumber: The process making this request. reqCount: Number of
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206 * times I've seen this request. If I see this request 9 times, I assume it
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207 * is obsolete, and I reset it.
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208 */
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209
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210 int
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211 grabslot(overload, homeaway)
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212 int overload; /* Indicates a request for a tester's slot. */
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213 enum HomeAway homeaway;
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214 {
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215 int count; /* My number */
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216 int oldcount; /* Number that was being served last check */
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217 int i;
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218 int waits; /* # times I have waited for someone else to
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219 * act */
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220 int oldwait; /* Number being served last check */
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221 int pseudocount = -1; /* Count on queue for sake of person waiting */
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222 int myRequest = 0; /* To keep track of any request I'm making */
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223 int lastRequest = 0; /* Last request I've seen */
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224 int lastNumber = 0; /* Last person making request */
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225 int reqCount = 0; /* Number of times I've seen this */
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226 int idie = 0; /* Do I want to die? */
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227 int wearein = -1; /* Slot we got in the game */
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228 int rep = 0;
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229
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230 /* If other players waiting, we get in line behind them */
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231 if (!overload && status->wait != status->count)
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232 {
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233 count = status->count++;
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234 }
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235 else
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236 {
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237 /* Get in game if posible */
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238 #if 1
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239 i = allocate_slot(homeaway, overload, 1);
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240 if (i >= 0)
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241 return i;
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242 #else
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243 if (overload)
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244 for (i = MAXPLAYER - 1; i >= 0; i--)
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245 {
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246 if (players[i].p_status == PFREE)
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247 { /* We have a free slot */
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248 players[i].p_status = POUTFIT; /* possible race code */
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249 players[i].p_team = NOBODY;
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250 return (i);
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251 }
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252 }
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253 else
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254 for (i = 0; i < MAXPLAYER - configvals->ntesters; i++)
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255 {
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256 if (ImAllowed(i, homeaway)
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257 && players[i].p_status == PFREE)
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258 { /* We have a free slot */
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259 players[i].p_status = POUTFIT; /* possible race code */
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260 players[i].p_team = NOBODY;
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261 return (i);
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262 }
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263 }
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264 #endif
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265 /* Game full. We will wait. */
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266 count = status->count++;
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267 }
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268 waits = 0;
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269 oldwait = -1;
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270 oldcount = status->wait;
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271
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272 /* For count = 0,1,2 I know that it is right */
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273 if (count - status->wait < 1)
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274 {
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275 pseudocount = count - status->wait;
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276 }
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277 for (;;)
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278 {
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279 /* Send packets occasionally to see if he is accepting... */
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280 if (rep++ % 10 == 0)
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281 {
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282 mapWaitCount(pseudocount);
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283 }
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284 if (isClientDead())
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285 {
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286 if (count == status->count - 1)
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287 {
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288 status->count--;
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289 exit(0);
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290 }
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291 /* If we are at top, decrease it */
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292 if (count == status->wait)
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293 {
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294 status->wait++;
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295 }
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296 idie = 1;
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297 /* break; warning, function has return e and return */
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298 exit(0);
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299 }
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300 if (status->wait != oldcount)
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301 {
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302 mapWaitCount(pseudocount);
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303 oldcount = status->wait;
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304 }
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305 /* To mimize process overhead and aid synchronization */
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306 sleep(1);
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307 /* Message from daemon that it died */
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308 if (status->count == 0)
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309 exit(0);
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310 /* I have a completed request? */
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311 if (myRequest != 0 && --myRequest == 0)
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312 {
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313 if (idie && status->request == REQDEAD)
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314 {
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315 status->request = REQFREE;
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316 /* Out of queue, into game */
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317 if (wearein != -1)
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318 {
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319 return (wearein);
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320 }
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321 exit(0);
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322 }
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323 pseudocount = status->answer;
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324 status->request = REQFREE;
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325 if (pseudocount > 18)
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326 idie = 1;
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327 mapWaitCount(pseudocount);
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328 }
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329 /* Tell the world I am going bye bye */
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330 if (idie && status->request == REQFREE)
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331 {
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332 status->request = REQDEAD;
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333 status->number = count;
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334 myRequest = 4;
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335 }
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336 /* Should I request a count for # of people waiting? */
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337 if (pseudocount == -1 && status->request == REQFREE)
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338 {
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339 status->request = REQWHO;
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340 status->number = count;
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341 status->answer = 0;
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342 myRequest = 4;
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343 /* I give people 4 seconds to respond */
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344 }
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345 /* Is someone else making a request? */
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346 if (status->request != REQFREE && myRequest == 0)
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347 {
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348 if (status->request == lastRequest &&
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349 status->number == lastNumber)
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350 {
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351 reqCount++;
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352 /* 9 occurances of the same request implies that the process */
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353 /* died. I will reset request. */
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354 if (reqCount > 8)
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355 {
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356 status->request = REQFREE;
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357 }
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358 }
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359 else
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360 {
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361 lastRequest = status->request;
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362 lastNumber = status->number;
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363 reqCount = 1;
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364 if (lastRequest == REQWHO)
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365 {
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366 if (count < lastNumber)
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367 {
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368 status->answer++;
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369 }
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370 }
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371 else if (lastRequest == REQDEAD)
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372 {
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373 if (count > lastNumber && pseudocount != -1)
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374 {
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375 pseudocount--;
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376 mapWaitCount(pseudocount);
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377 }
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378 }
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379 }
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380 }
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381 /* If someone raised wait too high, I claim that I * am next in line */
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382 if (status->wait > count && !idie)
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383 {
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384 status->wait = count;
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385 /* Give people a chance to correct me */
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386 sleep(2);
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387 }
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388 #if 1
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389 if (idie)
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390 continue;
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391 if (count == status->wait)
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392 {
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393 i = allocate_slot(homeaway, overload, 1);
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394 if (i < 0)
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395 continue;
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396 status->wait++;
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397 wearein = i;
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398 idie = 1;
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399 }
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400 else
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401 {
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402 i = allocate_slot(homeaway, overload, 0);
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403 if (i < 0)
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404 continue;
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405 if (oldwait == status->wait)
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406 {
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407 waits++;
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408 }
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409 else
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410 {
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411 oldwait = status->wait;
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412 waits = 1;
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413 }
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414 /* If this is our fifth wait (5 sec), then something is */
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415 /* wrong. We assume someone died, and fix this problem */
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416 if (waits == 5 && !idie)
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417 {
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418 /* I want to be next in line, so I say so. */
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419 status->wait = count;
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420 /* And I allow someone to correct me if I'm wrong */
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421 sleep(2);
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422 waits = 0;
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423 }
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424
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425 }
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426 #else
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427 for (i = 0; i < MAXPLAYER - configvals->ntesters; i++)
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428 {
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429 /* If we want to die anyway, we have no right looking for */
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430 /* a free slot */
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431 if (idie)
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432 break;
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433 if (ImAllowed(i, homeaway) && players[i].p_status == PFREE)
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434 {
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435 /* If I am next in line... */
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436 if (count == status->wait)
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437 {
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438 players[i].p_status = POUTFIT;
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439 players[i].p_team = NOBODY;
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440 /* Increase count for next player */
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441 status->wait++;
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442 /* I should check idie, but maybe he wants in, eh? */
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443 wearein = i;
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444 idie = 1;
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445 break;
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446 }
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447 else
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448 {
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449 if (oldwait == status->wait)
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450 {
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451 waits++;
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452 }
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453 else
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454 {
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455 oldwait = status->wait;
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456 waits = 1;
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457 }
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458 /* If this is our fifth wait (5 sec), then something is */
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459 /* wrong. We assume someone died, and fix this problem */
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460 if (waits == 5 && !idie)
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461 {
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462 /* I want to be next in line, so I say so. */
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463 status->wait = count;
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464 /* And I allow someone to correct me if I'm wrong */
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465 sleep(2);
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466 waits = 0;
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467 }
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468 break;
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469 }
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470 }
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471 }
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472 #endif
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473 /* this location is skipped if we didn't find a slot */
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474 }
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475 }
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476
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477 void
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478 mapWaitCount(count)
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479 unsigned int count;
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480 {
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481 if (count == -1)
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482 return;
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483
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484 sendQueuePacket((short) count);
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485 blk_flag = 1;
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486 updateMOTD();
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487 blk_flag = 0;
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488
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489 undeferDeferred(); /* send the MOTD through the TCP buffers */
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490 flushSockBuf();
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491 }
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