/*ARGSUSED*/ void player_login(void *ud) { time_t deadline; char buf[128]; char space[128]; int res, ac, cmd, prev_state; player->proc = empth_self(); pr_id(player, C_INIT, "Empire server ready\n"); for (;;) { deadline = player_io_deadline(player, 0); if (io_outputwaiting(player->iop)) { if (io_output(player->iop, deadline) <= 0) break; continue; } if (io_gets(player->iop, buf, sizeof(buf)) < 0) { res = io_input(player->iop, deadline); if (res <= 0) break; continue; } journal_input(buf); ac = parse(buf, space, player->argp, NULL, NULL, NULL); if (ac <= 0) { pr_id(player, C_BADCMD, "Can't parse command\n"); continue; } cmd = comtch(player->argp[0], login_coms, 0); if (cmd < 0) { pr_id(player, C_BADCMD, "Command %s not found\n", player->argp[0]); continue; } switch (login_coms[cmd].c_addr()) { case RET_OK: break; case RET_FAIL: break; case RET_SYN: pr_id(player, C_BADCMD, "Usage %s\n", login_coms[cmd].c_form); break; default: break; } } prev_state = player->state; player->state = PS_SHUTDOWN; if (prev_state == PS_PLAYING) empth_rwlock_unlock(shutdown_lock); pr_id(player, C_EXIT, "so long...\n"); player_delete(player); empth_exit(); /*NOTREACHED*/ }
int io ( struct chip8 *chip8 ) { io_input (chip8); io_output(chip8); //Pause SDL_Delay(1000/FREQ); return 0; }
/** \brief Check connection between chips * * \return true if the connection between chips is OK */ bool ksz8051_nandtree_check(void) { /* reset the controller and switch to nand tree mode */ io_output_low(MII_PIN_RST); io_output_low(MII_PIN_INTRP); // short delay io_high(MII_PIN_RST); // delay /* prepare all pins to NAND tree test */ for (uint32_t i = 0; i < N; i++) { io_output_high(nand_pins[i]); } io_input(MII_PIN_CRS); // delay /* process the NAND tree test on CRS (PA0) */ uint32_t nandtree = io_is_set(MII_PIN_CRS) ? 1 : 0; for (uint32_t i = 0; i < N; i++, nandtree <<= 1) { io_low(nand_pins[i]); nandtree |= io_is_set(MII_PIN_CRS) ? 1 : 0; // short delay } /* reset the controller and switch back to the normal mode */ io_low(MII_PIN_RST); io_high(MII_PIN_INTRP); io_af(MII_PIN_CRS, MII_AF); for (uint32_t i = 0; i < N; i++) { io_af(nand_pins[i], MII_AF); } // delay io_high(MII_PIN_RST); return (nandtree == 0b10101010101010101); }
static int tcp_server_client_input(object_t parent, char *buffer, int size, int clear) { return io_input(parent, buffer, size, clear); }
/* * Receive a line of input from the current player. * If the player's aborted flag is set, return -1 without receiving * input. * Else receive one line and store it in CMD[SIZE]. * This may block for input, yielding the processor. Flush buffered * output when blocking, to make sure player sees the prompt. * If the player's connection has the I/O error or EOF indicator set, * or the line is "aborted", set the player's aborted flag and return * -1. * If we block and time out, set the EOF indicator on the player's * connection, set the player's aborted flag, and return -1. * If the line is "ctld", set the player's eof and aborted flag and * return -1. * Else return the length of the line. * Design bug: there is no way to indicate truncation of a long line. */ int recvclient(char *cmd, int size) { int count, res; time_t deadline; count = -1; while (!player->aborted) { /* Try to get a line of input */ count = io_gets(player->iop, cmd, size); if (count >= 0) { /* got it */ if (strcmp(cmd, "ctld") == 0) player->aborted = player->got_ctld = 1; if (strcmp(cmd, "aborted") == 0) player->aborted = 1; journal_input(cmd); break; } /* * Flush all queued output before potentially sleeping in * io_input(), to make sure player sees the prompt. */ deadline = player_io_deadline(player, 0); while (io_output(player->iop, deadline) > 0) ; /* * Try to receive some input. Need to recompute deadline; * command abortion during io_output() might have changed it. */ deadline = player_io_deadline(player, 0); res = io_input(player->iop, deadline); if (res > 0) ; else if (res < 0) player->aborted = 1; else if (io_eof(player->iop)) player->aborted = 1; else if (!player->aborted) { pr_flash(player, "idle connection terminated\n"); io_set_eof(player->iop); player->aborted = 1; } } if (player->aborted) { player->recvfail++; if (player->recvfail > 255) { /* * Looks like the thread is stuck in a loop that fails to * check errors; oops once, then slow it down drastically. */ CANT_HAPPEN(player->recvfail == 256); empth_sleep(time(NULL) + 60); } return -1; } player->recvfail = 0; return count; }