Exemple #1
0
/*
 * Send C_FLASH text to everyone.
 * Format text to send using printf-style @format and optional
 * arguments.  It is assumed to be plain ASCII.
 * Prefix text it with a header suitable for broadcast from deity.
 * Initiate an output queue flush, but do not wait for it to complete.
 */
void
pr_wall(char *format, ...)
{
    time_t now;
    struct tm *tm;
    char buf[4096];		/* UTF-8 */
    int n;
    struct player *p;
    va_list ap;

    time(&now);
    tm = localtime(&now);
    n = sprintf(buf, "BROADCAST from %s @ %02d:%02d: ",
		getnatp(0)->nat_cnam, tm->tm_hour, tm->tm_min);

    va_start(ap, format);
    (void)vsprintf(buf + n, format, ap);
    va_end(ap);
    for (p = player_next(NULL); p; p = player_next(p)) {
	if (p->state != PS_PLAYING)
	    continue;
	pr_player(p, C_FLASH, buf);
	io_output(p->iop, 0);
    }
}
Exemple #2
0
/*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*/
}
void io_test(void * arg) {
    AsyncData* d = (AsyncData*) arg;
    pthread_t main_thread = pthread_self();
    printf("the main_thread2222222 === %p \n", &main_thread);
    printf("the key : %d", d->key);
    io_output(&d->key);
    free(d);
    sleep(2);
}
Exemple #4
0
int io (
    struct chip8 *chip8
) {
    io_input (chip8);
    io_output(chip8);
    //Pause
    SDL_Delay(1000/FREQ);
    return 0;
}
Exemple #5
0
/*
 * Send C_INFORM text to @pl.
 * Format text to send using printf-style @format and optional
 * arguments.  It is assumed to be plain ASCII.
 * Initiate an output queue flush, but do not wait for it to complete.
 */
void
pr_inform(struct player *pl, char *format, ...)
{
    char buf[4096];
    va_list ap;

    if (pl->state != PS_PLAYING)
	return;
    va_start(ap, format);
    (void)vsprintf(buf, format, ap);
    va_end(ap);
    pr_player(pl, C_INFORM, buf);
    io_output(pl->iop, 0);
}
Exemple #6
0
/*
 * Send C_FLASH text to @pl.
 * Format text to send using printf-style @format and optional
 * arguments.  It is assumed to be UTF-8.
 * Initiate an output queue flush, but do not wait for it to complete.
 */
void
pr_flash(struct player *pl, char *format, ...)
{
    char buf[4096];		/* UTF-8 */
    va_list ap;

    if (pl->state != PS_PLAYING)
	return;
    va_start(ap, format);
    (void)vsprintf(buf, format, ap);
    va_end(ap);
    if (!(pl->flags & PF_UTF8))
	copy_utf8_to_ascii_no_funny(buf, buf);
    pr_player(pl, C_FLASH, buf);
    io_output(pl->iop, 0);
}
static int tcp_server_client_output(object_t parent, const char *buffer, int size)
{
	return io_output(parent, buffer, size); 
}
Exemple #8
0
/*
 * 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;
}