Mercurial > ~darius > hgwebdir.cgi > paradise_server
view src/input.c @ 19:de685799a432
Made torps wobbly when going through nebulous terrain.
Only happens if nebula_effect contains photon.
author | darius |
---|---|
date | Wed, 24 Dec 1997 12:40:04 +0000 |
parents | aa38447a4b21 |
children |
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/*-------------------------------------------------------------------------- NETREK II -- Paradise Permission to use, copy, modify, and distribute this software and its documentation for any NON-COMMERCIAL purpose (following the terms of the GNU General Public License (read the file 'COPYING')) and without fee is hereby granted, provided that this copyright notice appear in all copies. No representations are made about the suitability of this software for any purpose. This software is provided "as is" without express or implied warranty. Xtrek Copyright 1986 Chris Guthrie Netrek (Xtrek II) Copyright 1989 Kevin P. Smith Scott Silvey Paradise II (Netrek II) Copyright 1993 Larry Denys Kurt Olsen Brandon Gillespie Comprehensive credits are available in the file "CREDITS" --------------------------------------------------------------------------*/ #include "config.h" #include <stdio.h> #include <string.h> #include <math.h> #include <sys/types.h> #include <sys/time.h> #include <signal.h> #include <errno.h> #include "defs.h" #include "struct.h" #include "data.h" #include "shmem.h" static int sendflag = 0; extern int intrupt(); extern void start_interruptor(); extern int isClientDead(); int reconnect(); extern int readFromClient(); extern void stop_interruptor(); extern int exitGame(); extern int closeUdpConn(); extern unsigned int sleep(); extern int connectToClient(); extern void (*r_signal()) (); void setflag() { sendflag = 1; } void input() { fd_set readfds; start_interruptor(); /* Idea: read from client often, send to client not so often */ while (me->p_status == PALIVE || me->p_status == PEXPLODE || me->p_status == PDEAD || me->p_status == POBSERVE) { if (isClientDead()) { if (!reconnect()) exit(0); } FD_ZERO(&readfds); FD_SET(sock, &readfds); if (udpSock >= 0) FD_SET(udpSock, &readfds); /* * blocks indefinitely unless client input or timerDelay SIGALRM causes * EINTR */ if (socketWait() > 0) { readFromClient(); } if (sendflag) { intrupt(); sendflag = 0; } /* statements below are executed once per timerDelay */ if (me->p_updates > delay) { me->p_flags &= ~(PFWAR); } if (me->p_updates > rdelay) { me->p_flags &= ~(PFREFITTING); } /* * this will ghostbust a player if no ping has been received in * ping_ghostbust_interval seconds */ if (configvals->ping_allow_ghostbust && (me->p_status == PALIVE || me->p_status == POBSERVE) && ping_ghostbust > configvals->ping_ghostbust_interval) me->p_ghostbuster = 100000; /* ghostbusted */ else /* Keep self from being nuked... */ me->p_ghostbuster = 0; } stop_interruptor(); } int reconnect() { int i; if (noressurect) exitGame(); stop_interruptor(); r_signal(SIGIO, SIG_IGN); #ifdef DEBUG printf("Ack! The client went away!\n"); printf("I will attempt to resurrect him!\n"); fflush(stdout); #endif commMode = COMM_TCP; if (udpSock >= 0) closeUdpConn(); /* For next two minutes, we try to restore connection */ shutdown(sock, 2); sock = -1; for (i = 0;; i++) { me->p_ghostbuster = 0; sleep(5); if (connectToClient(host, nextSocket)) break; if (i == 23) { #ifdef DEBUG printf("Oh well, maybe I'm getting rusty!\n"); fflush(stdout); #endif return 0; } } start_interruptor(); #ifdef DEBUG printf("A miracle! He's alive!\n"); fflush(stdout); #endif return 1; }