/* * Copyright (c) 1983-2003, Regents of the University of California. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * + Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * + Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * + Neither the name of the University of California, San Francisco nor * the names of its contributors may be used to endorse or promote * products derived from this software without specific prior written * permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * $OpenBSD: driver.c,v 1.17 2007/04/02 14:55:16 jmc Exp $ * $NetBSD: driver.c,v 1.5 1997/10/20 00:37:16 lukem Exp $ * $DragonFly: src/games/hunt/huntd/driver.c,v 1.3 2008/11/10 15:28:13 swildner Exp $ */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "hunt.h" #include "conf.h" #include "server.h" char *First_arg; /* pointer to argv[0] */ u_int16_t Server_port; int Server_socket; /* test socket to answer datagrams */ FLAG should_announce = TRUE; /* true if listening on standard port */ u_short sock_port; /* port # of tcp listen socket */ u_short stat_port; /* port # of statistics tcp socket */ in_addr_t Server_addr = INADDR_ANY; /* address to bind to */ static void clear_scores(void); static int havechar(PLAYER *); static void init(void); int main(int, char *[]); static void makeboots(void); static void send_stats(void); static void zap(PLAYER *, FLAG); static void announce_game(void); static void siginfo(int); static void print_stats(FILE *); static void handle_wkport(int); /* * main: * The main program. */ int main(int ac, char **av) { PLAYER *pp; int had_char; static fd_set read_fds; static FLAG first = TRUE; static FLAG server = FALSE; int c; static struct timeval linger = { 0, 0 }; static struct timeval timeout = { 0, 0 }, *to; struct spawn *sp, *spnext; int ret; int nready; int fd; First_arg = av[0]; config(); while ((c = getopt(ac, av, "sp:a:D:")) != -1) { switch (c) { case 's': server = TRUE; break; case 'p': should_announce = FALSE; Server_port = atoi(optarg); break; case 'a': if (!inet_aton(optarg, (struct in_addr *)&Server_addr)) err(1, "bad interface address: %s", optarg); break; case 'D': config_arg(optarg); break; default: erred: fprintf(stderr, "usage: %s [-s] [-a addr] [-Dvar=value ...] " "[-p port]\n", av[0]); exit(2); } } if (optind < ac) goto erred; /* Open syslog: */ openlog("huntd", LOG_PID | (conf_logerr && !server? LOG_PERROR : 0), LOG_DAEMON); /* Initialise game parameters: */ init(); again: do { /* First, poll to see if we can get input */ do { read_fds = Fds_mask; errno = 0; timerclear(&timeout); nready = select(Num_fds, &read_fds, NULL, NULL, &timeout); if (nready < 0 && errno != EINTR) { logit(LOG_ERR, "select"); cleanup(1); } } while (nready < 0); if (nready == 0) { /* * Nothing was ready. We do some work now * to see if the simulation has any pending work * to do, and decide if we need to block * indefinitely or just timeout. */ do { if (conf_simstep && can_moveshots()) { /* * block for a short time before continuing * with explosions, bullets and whatnot */ to = &timeout; to->tv_sec = conf_simstep / 1000000; to->tv_usec = conf_simstep % 1000000; } else /* * since there's nothing going on, * just block waiting for external activity */ to = NULL; read_fds = Fds_mask; errno = 0; nready = select(Num_fds, &read_fds, NULL, NULL, to); if (nready < 0 && errno != EINTR) { logit(LOG_ERR, "select"); cleanup(1); } } while (nready < 0); } /* Remember which descriptors are active: */ Have_inp = read_fds; /* Answer new player connections: */ if (FD_ISSET(Socket, &Have_inp)) answer_first(); /* Continue answering new player connections: */ for (sp = Spawn; sp; ) { spnext = sp->next; fd = sp->fd; if (FD_ISSET(fd, &Have_inp) && answer_next(sp)) { /* * Remove from the spawn list. (fd remains in * read set). */ *sp->prevnext = sp->next; if (sp->next) sp->next->prevnext = sp->prevnext; free(sp); /* We probably consumed all data. */ FD_CLR(fd, &Have_inp); /* Announce game if this is the first spawn. */ if (first && should_announce) announce_game(); first = FALSE; } sp = spnext; } /* Process input and move bullets until we've exhausted input */ had_char = TRUE; while (had_char) { moveshots(); for (pp = Player; pp < End_player; ) if (pp->p_death[0] != '\0') zap(pp, TRUE); else pp++; for (pp = Monitor; pp < End_monitor; ) if (pp->p_death[0] != '\0') zap(pp, FALSE); else pp++; had_char = FALSE; for (pp = Player; pp < End_player; pp++) if (havechar(pp)) { execute(pp); pp->p_nexec++; had_char = TRUE; } for (pp = Monitor; pp < End_monitor; pp++) if (havechar(pp)) { mon_execute(pp); pp->p_nexec++; had_char = TRUE; } } /* Handle a datagram sent to the server socket: */ if (FD_ISSET(Server_socket, &Have_inp)) handle_wkport(Server_socket); /* Answer statistics connections: */ if (FD_ISSET(Status, &Have_inp)) send_stats(); /* Flush/synchronize all the displays: */ for (pp = Player; pp < End_player; pp++) { if (FD_ISSET(pp->p_fd, &read_fds)) { sendcom(pp, READY, pp->p_nexec); pp->p_nexec = 0; } flush(pp); } for (pp = Monitor; pp < End_monitor; pp++) { if (FD_ISSET(pp->p_fd, &read_fds)) { sendcom(pp, READY, pp->p_nexec); pp->p_nexec = 0; } flush(pp); } } while (Nplayer > 0); /* No more players! */ /* No players yet or a continuous game? */ if (first || conf_linger < 0) goto again; /* Wait a short while for one to come back: */ read_fds = Fds_mask; linger.tv_sec = conf_linger; while ((ret = select(Num_fds, &read_fds, NULL, NULL, &linger)) < 0) { if (errno != EINTR) { logit(LOG_WARNING, "select"); break; } read_fds = Fds_mask; linger.tv_sec = conf_linger; linger.tv_usec = 0; } if (ret > 0) /* Someone returned! Resume the game: */ goto again; /* else, it timed out, and the game is really over. */ /* If we are an inetd server, we should re-init the map and restart: */ if (server) { clear_scores(); makemaze(); clearwalls(); makeboots(); first = TRUE; goto again; } /* Get rid of any attached monitors: */ for (pp = Monitor; pp < End_monitor; ) zap(pp, FALSE); /* Fin: */ cleanup(0); exit(0); } /* * init: * Initialize the global parameters. */ static void init(void) { int i; struct sockaddr_in test_port; int true = 1; socklen_t len; struct sockaddr_in addr; struct sigaction sact; struct servent *se; (void) setsid(); if (setpgid(getpid(), getpid()) == -1) err(1, "setpgid"); sact.sa_flags = SA_RESTART; sigemptyset(&sact.sa_mask); /* Ignore HUP, QUIT and PIPE: */ sact.sa_handler = SIG_IGN; if (sigaction(SIGHUP, &sact, NULL) == -1) err(1, "sigaction SIGHUP"); if (sigaction(SIGQUIT, &sact, NULL) == -1) err(1, "sigaction SIGQUIT"); if (sigaction(SIGPIPE, &sact, NULL) == -1) err(1, "sigaction SIGPIPE"); /* Clean up gracefully on INT and TERM: */ sact.sa_handler = cleanup; if (sigaction(SIGINT, &sact, NULL) == -1) err(1, "sigaction SIGINT"); if (sigaction(SIGTERM, &sact, NULL) == -1) err(1, "sigaction SIGTERM"); /* Handle INFO: */ sact.sa_handler = siginfo; if (sigaction(SIGINFO, &sact, NULL) == -1) err(1, "sigaction SIGINFO"); if (chdir("/") == -1) warn("chdir"); (void) umask(0777); /* Initialize statistics socket: */ addr.sin_family = AF_INET; addr.sin_addr.s_addr = Server_addr; addr.sin_port = 0; Status = socket(AF_INET, SOCK_STREAM, 0); if (bind(Status, (struct sockaddr *) &addr, sizeof addr) < 0) { logit(LOG_ERR, "bind"); cleanup(1); } if (listen(Status, 5) == -1) { logit(LOG_ERR, "listen"); cleanup(1); } len = sizeof (struct sockaddr_in); if (getsockname(Status, (struct sockaddr *) &addr, &len) < 0) { logit(LOG_ERR, "getsockname"); cleanup(1); } stat_port = ntohs(addr.sin_port); /* Initialize main socket: */ addr.sin_family = AF_INET; addr.sin_addr.s_addr = Server_addr; addr.sin_port = 0; Socket = socket(AF_INET, SOCK_STREAM, 0); if (bind(Socket, (struct sockaddr *) &addr, sizeof addr) < 0) { logit(LOG_ERR, "bind"); cleanup(1); } if (listen(Socket, 5) == -1) { logit(LOG_ERR, "listen"); cleanup(1); } len = sizeof (struct sockaddr_in); if (getsockname(Socket, (struct sockaddr *) &addr, &len) < 0) { logit(LOG_ERR, "getsockname"); cleanup(1); } sock_port = ntohs(addr.sin_port); /* Initialize minimal select mask */ FD_ZERO(&Fds_mask); FD_SET(Socket, &Fds_mask); FD_SET(Status, &Fds_mask); Num_fds = ((Socket > Status) ? Socket : Status) + 1; /* Find the port that huntd should run on */ if (Server_port == 0) { se = getservbyname("hunt", "udp"); if (se != NULL) Server_port = ntohs(se->s_port); else Server_port = HUNT_PORT; } /* Check if stdin is a socket: */ len = sizeof (struct sockaddr_in); if (getsockname(STDIN_FILENO, (struct sockaddr *) &test_port, &len) >= 0 && test_port.sin_family == AF_INET) { /* We are probably running from inetd: don't log to stderr */ Server_socket = STDIN_FILENO; conf_logerr = 0; if (test_port.sin_port != htons((u_short) Server_port)) { /* Private game */ should_announce = FALSE; Server_port = ntohs(test_port.sin_port); } } else { /* We need to listen on a socket: */ test_port = addr; test_port.sin_port = htons((u_short) Server_port); Server_socket = socket(AF_INET, SOCK_DGRAM, 0); /* Permit multiple huntd's on the same port. */ if (setsockopt(Server_socket, SOL_SOCKET, SO_REUSEPORT, &true, sizeof true) < 0) logit(LOG_ERR, "setsockopt SO_REUSEADDR"); if (bind(Server_socket, (struct sockaddr *) &test_port, sizeof test_port) < 0) { logit(LOG_ERR, "bind port %d", Server_port); cleanup(1); } /* Datagram sockets do not need a listen() call. */ } /* We'll handle the broadcast listener in the main loop: */ FD_SET(Server_socket, &Fds_mask); if (Server_socket + 1 > Num_fds) Num_fds = Server_socket + 1; /* Initialise the random seed: */ srandomdev(); /* Dig the maze: */ makemaze(); /* Create some boots, if needed: */ makeboots(); /* Construct a table of what objects a player can see over: */ for (i = 0; i < NASCII; i++) See_over[i] = TRUE; See_over[DOOR] = FALSE; See_over[WALL1] = FALSE; See_over[WALL2] = FALSE; See_over[WALL3] = FALSE; See_over[WALL4] = FALSE; See_over[WALL5] = FALSE; logx(LOG_INFO, "game started"); } /* * makeboots: * Put the boots in the maze */ static void makeboots(void) { int x, y; PLAYER *pp; if (conf_boots) { do { x = rand_num(WIDTH - 1) + 1; y = rand_num(HEIGHT - 1) + 1; } while (Maze[y][x] != SPACE); Maze[y][x] = BOOT_PAIR; } for (pp = Boot; pp < &Boot[NBOOTS]; pp++) pp->p_flying = -1; } /* * checkdam: * Apply damage to the victim from an attacker. * If the victim dies as a result, give points to 'credit', */ void checkdam(PLAYER *victim, PLAYER *attacker, IDENT *credit, int damage, char stype) { const char *cp; int y; /* Don't do anything if the victim is already in the throes of death */ if (victim->p_death[0] != '\0') return; /* Weaken slime attacks by 0.5 * number of boots the victim has on: */ if (stype == SLIME) switch (victim->p_nboots) { default: break; case 1: damage = (damage + 1) / 2; break; case 2: if (attacker != NULL) message(attacker, "He has boots on!"); return; } /* The victim sustains some damage: */ victim->p_damage += damage; /* Check if the victim survives the hit: */ if (victim->p_damage <= victim->p_damcap) { /* They survive. */ outyx(victim, STAT_DAM_ROW, STAT_VALUE_COL, "%2d", victim->p_damage); return; } /* Describe how the victim died: */ switch (stype) { default: cp = "Killed"; break; case FALL: cp = "Killed on impact"; break; case KNIFE: cp = "Stabbed to death"; victim->p_ammo = 0; /* No exploding */ break; case SHOT: cp = "Shot to death"; break; case GRENADE: case SATCHEL: case BOMB: cp = "Bombed"; break; case MINE: case GMINE: cp = "Blown apart"; break; case SLIME: cp = "Slimed"; if (credit != NULL) credit->i_slime++; break; case LAVA: cp = "Baked"; break; case DSHOT: cp = "Eliminated"; break; } if (credit == NULL) { const char *blame; /* * Nobody is taking the credit for the kill. * Attribute it to either a mine or 'act of God'. */ switch (stype) { case MINE: case GMINE: blame = "a mine"; break; default: blame = "act of God"; break; } /* Set the death message: */ (void) snprintf(victim->p_death, sizeof victim->p_death, "| %s by %s |", cp, blame); /* No further score crediting needed. */ return; } /* Set the death message: */ (void) snprintf(victim->p_death, sizeof victim->p_death, "| %s by %s |", cp, credit->i_name); if (victim == attacker) { /* No use killing yourself. */ credit->i_kills--; credit->i_bkills++; } else if (victim->p_ident->i_team == ' ' || victim->p_ident->i_team != credit->i_team) { /* A cross-team kill: */ credit->i_kills++; credit->i_gkills++; } else { /* They killed someone on the same team: */ credit->i_kills--; credit->i_bkills++; } /* Compute the new credited score: */ credit->i_score = credit->i_kills / (double) credit->i_entries; /* The victim accrues one death: */ victim->p_ident->i_deaths++; /* Account for 'Stillborn' deaths */ if (victim->p_nchar == 0) victim->p_ident->i_stillb++; if (attacker) { /* Give the attacker player a bit more strength */ attacker->p_damcap += conf_killgain; attacker->p_damage -= conf_killgain; if (attacker->p_damage < 0) attacker->p_damage = 0; /* Tell the attacker his new strength: */ outyx(attacker, STAT_DAM_ROW, STAT_VALUE_COL, "%2d/%2d", attacker->p_damage, attacker->p_damcap); /* Tell the attacker his new 'kill count': */ outyx(attacker, STAT_KILL_ROW, STAT_VALUE_COL, "%3d", (attacker->p_damcap - conf_maxdam) / 2); /* Update the attacker's score for everyone else */ y = STAT_PLAY_ROW + 1 + (attacker - Player); outyx(ALL_PLAYERS, y, STAT_NAME_COL, "%5.2f", attacker->p_ident->i_score); } } /* * zap: * Kill off a player and take them out of the game. * The 'was_player' flag indicates that the player was not * a monitor and needs extra cleaning up. */ static void zap(PLAYER *pp, FLAG was_player) { int len; BULLET *bp; PLAYER *np; int x, y; int savefd; if (was_player) { /* If they died from a shot, clean up shrapnel */ if (pp->p_undershot) fixshots(pp->p_y, pp->p_x, pp->p_over); /* Let the player see their last position: */ drawplayer(pp, FALSE); /* Remove from game: */ Nplayer--; } /* Display the cause of death in the centre of the screen: */ len = strlen(pp->p_death); x = (WIDTH - len) / 2; outyx(pp, HEIGHT / 2, x, "%s", pp->p_death); /* Put some horizontal lines around and below the death message: */ memset(pp->p_death + 1, '-', len - 2); pp->p_death[0] = '+'; pp->p_death[len - 1] = '+'; outyx(pp, HEIGHT / 2 - 1, x, "%s", pp->p_death); outyx(pp, HEIGHT / 2 + 1, x, "%s", pp->p_death); /* Move to bottom left */ cgoto(pp, HEIGHT, 0); savefd = pp->p_fd; if (was_player) { int expl_charge; int expl_type; int ammo_exploding; /* Check all the bullets: */ for (bp = Bullets; bp != NULL; bp = bp->b_next) { if (bp->b_owner == pp) /* Zapped players can't own bullets: */ bp->b_owner = NULL; if (bp->b_x == pp->p_x && bp->b_y == pp->p_y) /* Bullets over the player are now over air: */ bp->b_over = SPACE; } /* Explode a random fraction of the player's ammo: */ ammo_exploding = rand_num(pp->p_ammo); /* Determine the type and amount of detonation: */ expl_charge = rand_num(ammo_exploding + 1); if (pp->p_ammo == 0) /* Ignore the no-ammo case: */ expl_charge = expl_type = 0; else if (ammo_exploding >= pp->p_ammo - 1) { /* Maximal explosions always appear as slime: */ expl_charge = pp->p_ammo; expl_type = SLIME; } else { /* * Figure out the best effective explosion * type to use, given the amount of charge */ int btype, stype; for (btype = MAXBOMB - 1; btype > 0; btype--) if (expl_charge >= shot_req[btype]) break; for (stype = MAXSLIME - 1; stype > 0; stype--) if (expl_charge >= slime_req[stype]) break; /* Pick the larger of the bomb or slime: */ if (btype >= 0 && stype >= 0) { if (shot_req[btype] > slime_req[btype]) btype = -1; } if (btype >= 0) { expl_type = shot_type[btype]; expl_charge = shot_req[btype]; } else expl_type = SLIME; } if (expl_charge > 0) { char buf[BUFSIZ]; /* Detonate: */ (void) add_shot(expl_type, pp->p_y, pp->p_x, pp->p_face, expl_charge, (PLAYER *) NULL, TRUE, SPACE); /* Explain what the explosion is about. */ snprintf(buf, sizeof buf, "%s detonated.", pp->p_ident->i_name); message(ALL_PLAYERS, buf); while (pp->p_nboots-- > 0) { /* Throw one of the boots away: */ for (np = Boot; np < &Boot[NBOOTS]; np++) if (np->p_flying < 0) break; #ifdef DIAGNOSTIC if (np >= &Boot[NBOOTS]) err(1, "Too many boots"); #endif /* Start the boots from where the player is */ np->p_undershot = FALSE; np->p_x = pp->p_x; np->p_y = pp->p_y; /* Throw for up to 20 steps */ np->p_flying = rand_num(20); np->p_flyx = 2 * rand_num(6) - 5; np->p_flyy = 2 * rand_num(6) - 5; np->p_over = SPACE; np->p_face = BOOT; showexpl(np->p_y, np->p_x, BOOT); } } /* No explosion. Leave the player's boots behind. */ else if (pp->p_nboots > 0) { if (pp->p_nboots == 2) Maze[pp->p_y][pp->p_x] = BOOT_PAIR; else Maze[pp->p_y][pp->p_x] = BOOT; if (pp->p_undershot) fixshots(pp->p_y, pp->p_x, Maze[pp->p_y][pp->p_x]); } /* Any unexploded ammo builds up in the volcano: */ volcano += pp->p_ammo - expl_charge; /* Volcano eruption: */ if (conf_volcano && rand_num(100) < volcano / conf_volcano_max) { /* Erupt near the middle of the map */ do { x = rand_num(WIDTH / 2) + WIDTH / 4; y = rand_num(HEIGHT / 2) + HEIGHT / 4; } while (Maze[y][x] != SPACE); /* Convert volcano charge into lava: */ (void) add_shot(LAVA, y, x, LEFTS, volcano, (PLAYER *) NULL, TRUE, SPACE); volcano = 0; /* Tell eveyone what's happening */ message(ALL_PLAYERS, "Volcano eruption."); } /* Drone: */ if (conf_drone && rand_num(100) < 2) { /* Find a starting place near the middle of the map: */ do { x = rand_num(WIDTH / 2) + WIDTH / 4; y = rand_num(HEIGHT / 2) + HEIGHT / 4; } while (Maze[y][x] != SPACE); /* Start the drone going: */ add_shot(DSHOT, y, x, rand_dir(), shot_req[conf_mindshot + rand_num(MAXBOMB - conf_mindshot)], (PLAYER *) NULL, FALSE, SPACE); } /* Tell the zapped player's client to shut down. */ sendcom(pp, ENDWIN, ' '); (void) fclose(pp->p_output); /* Close up the gap in the Player array: */ End_player--; if (pp != End_player) { /* Move the last player into the gap: */ memcpy(pp, End_player, sizeof *pp); outyx(ALL_PLAYERS, STAT_PLAY_ROW + 1 + (pp - Player), STAT_NAME_COL, "%5.2f%c%-10.10s %c", pp->p_ident->i_score, stat_char(pp), pp->p_ident->i_name, pp->p_ident->i_team); } /* Erase the last player from the display: */ cgoto(ALL_PLAYERS, STAT_PLAY_ROW + 1 + Nplayer, STAT_NAME_COL); ce(ALL_PLAYERS); } else { /* Zap a monitor */ /* Close the session: */ sendcom(pp, ENDWIN, LAST_PLAYER); (void) fclose(pp->p_output); /* shuffle the monitor table */ End_monitor--; if (pp != End_monitor) { memcpy(pp, End_monitor, sizeof *pp); outyx(ALL_PLAYERS, STAT_MON_ROW + 1 + (pp - Player), STAT_NAME_COL, "%5.5s %-10.10s %c", " ", pp->p_ident->i_name, pp->p_ident->i_team); } /* Erase the last monitor in the list */ cgoto(ALL_PLAYERS, STAT_MON_ROW + 1 + (End_monitor - Monitor), STAT_NAME_COL); ce(ALL_PLAYERS); } /* Update the file descriptor sets used by select: */ FD_CLR(savefd, &Fds_mask); if (Num_fds == savefd + 1) { Num_fds = Socket; if (Server_socket > Socket) Num_fds = Server_socket; for (np = Player; np < End_player; np++) if (np->p_fd > Num_fds) Num_fds = np->p_fd; for (np = Monitor; np < End_monitor; np++) if (np->p_fd > Num_fds) Num_fds = np->p_fd; Num_fds++; } } /* * rand_num: * Return a random number in a given range. */ int rand_num(int range) { if (range == 0) return 0; return (random() % range); } /* * havechar: * Check to see if we have any characters in the input queue; if * we do, read them, stash them away, and return TRUE; else return * FALSE. */ static int havechar(PLAYER *pp) { int ret; /* Do we already have characters? */ if (pp->p_ncount < pp->p_nchar) return TRUE; /* Ignore if nothing to read. */ if (!FD_ISSET(pp->p_fd, &Have_inp)) return FALSE; /* Remove the player from the read set until we have drained them: */ FD_CLR(pp->p_fd, &Have_inp); /* Suck their keypresses into a buffer: */ check_again: errno = 0; ret = read(pp->p_fd, pp->p_cbuf, sizeof pp->p_cbuf); if (ret == -1) { if (errno == EINTR) goto check_again; if (errno == EAGAIN) { #ifdef DEBUG warn("Have_inp is wrong for %d", pp->p_fd); #endif return FALSE; } logit(LOG_INFO, "read"); } if (ret > 0) { /* Got some data */ pp->p_nchar = ret; } else { /* Connection was lost/closed: */ pp->p_cbuf[0] = 'q'; pp->p_nchar = 1; } /* Reset pointer into read buffer */ pp->p_ncount = 0; return TRUE; } /* * cleanup: * Exit with the given value, cleaning up any droppings lying around */ void cleanup(int eval) { PLAYER *pp; /* Place their cursor in a friendly position: */ cgoto(ALL_PLAYERS, HEIGHT, 0); /* Send them all the ENDWIN command: */ sendcom(ALL_PLAYERS, ENDWIN, LAST_PLAYER); /* And close their connections: */ for (pp = Player; pp < End_player; pp++) (void) fclose(pp->p_output); for (pp = Monitor; pp < End_monitor; pp++) (void) fclose(pp->p_output); /* Close the server socket: */ (void) close(Socket); /* The end: */ logx(LOG_INFO, "game over"); exit(eval); } /* * send_stats: * Accept a connection to the statistics port, and emit * the stats. */ static void send_stats(void) { FILE *fp; int s; struct sockaddr_in sockstruct; socklen_t socklen; struct request_info ri; int flags; /* Accept a connection to the statistics socket: */ socklen = sizeof sockstruct; s = accept(Status, (struct sockaddr *) &sockstruct, &socklen); if (s < 0) { if (errno == EINTR) return; logx(LOG_ERR, "accept"); return; } /* Check for access permissions: */ request_init(&ri, RQ_DAEMON, "huntd", RQ_FILE, s, 0); fromhost(&ri); if (hosts_access(&ri) == 0) { logx(LOG_INFO, "rejected connection from %s", eval_client(&ri)); close(s); return; } /* Don't allow the writes to block: */ flags = fcntl(s, F_GETFL, 0); flags |= O_NDELAY; (void) fcntl(s, F_SETFL, flags); fp = fdopen(s, "w"); if (fp == NULL) { logit(LOG_ERR, "fdopen"); (void) close(s); return; } print_stats(fp); (void) fclose(fp); } /* * print_stats: * emit the game statistics */ void print_stats(FILE *fp) { IDENT *ip; PLAYER *pp; /* Send the statistics as raw text down the socket: */ fputs("Name\t\tScore\tDucked\tAbsorb\tFaced\tShot\tRobbed\tMissed\tSlimeK\n", fp); for (ip = Scores; ip != NULL; ip = ip->i_next) { fprintf(fp, "%s%c%c%c\t", ip->i_name, ip->i_team == ' ' ? ' ' : '[', ip->i_team, ip->i_team == ' ' ? ' ' : ']' ); if (strlen(ip->i_name) + 3 < 8) putc('\t', fp); fprintf(fp, "%.2f\t%d\t%d\t%d\t%d\t%d\t%d\t%d\n", ip->i_score, ip->i_ducked, ip->i_absorbed, ip->i_faced, ip->i_shot, ip->i_robbed, ip->i_missed, ip->i_slime); } fputs("\n\nName\t\tEnemy\tFriend\tDeaths\tStill\tSaved\tConnect\n", fp); for (ip = Scores; ip != NULL; ip = ip->i_next) { fprintf(fp, "%s%c%c%c\t", ip->i_name, ip->i_team == ' ' ? ' ' : '[', ip->i_team, ip->i_team == ' ' ? ' ' : ']' ); if (strlen(ip->i_name) + 3 < 8) putc('\t', fp); fprintf(fp, "%d\t%d\t%d\t%d\t%d\t", ip->i_gkills, ip->i_bkills, ip->i_deaths, ip->i_stillb, ip->i_saved); for (pp = Player; pp < End_player; pp++) if (pp->p_ident == ip) putc('p', fp); for (pp = Monitor; pp < End_monitor; pp++) if (pp->p_ident == ip) putc('m', fp); putc('\n', fp); } } /* * Send the game statistics to the controlling tty */ static void siginfo(int sig __unused) { int tty; FILE *fp; if ((tty = open(_PATH_TTY, O_WRONLY)) >= 0) { fp = fdopen(tty, "w"); print_stats(fp); answer_info(fp); fclose(fp); } } /* * clear_scores: * Clear the Scores list. */ static void clear_scores(void) { IDENT *ip, *nextip; /* Release the list of scores: */ for (ip = Scores; ip != NULL; ip = nextip) { nextip = ip->i_next; free((char *) ip); } Scores = NULL; } /* * announce_game: * Publically announce the game */ static void announce_game(void) { /* TODO: could use system() to do something user-configurable */ } /* * Handle a UDP packet sent to the well known port. */ static void handle_wkport(int fd) { struct sockaddr fromaddr; socklen_t fromlen; u_int16_t query; u_int16_t response; struct request_info ri; request_init(&ri, RQ_DAEMON, "huntd", RQ_FILE, fd, 0); fromhost(&ri); fromlen = sizeof fromaddr; if (recvfrom(fd, &query, sizeof query, 0, &fromaddr, &fromlen) == -1) { logit(LOG_WARNING, "recvfrom"); return; } #ifdef DEBUG fprintf(stderr, "query %d (%s) from %s:%d\n", query, query == C_MESSAGE ? "C_MESSAGE" : query == C_SCORES ? "C_SCORES" : query == C_PLAYER ? "C_PLAYER" : query == C_MONITOR ? "C_MONITOR" : "?", inet_ntoa(((struct sockaddr_in *)&fromaddr)->sin_addr), ntohs(((struct sockaddr_in *)&fromaddr)->sin_port)); #endif /* Do we allow access? */ if (hosts_access(&ri) == 0) { logx(LOG_INFO, "rejected connection from %s", eval_client(&ri)); return; } query = ntohs(query); switch (query) { case C_MESSAGE: if (Nplayer <= 0) /* Don't bother replying if nobody to talk to: */ return; /* Return the number of people playing: */ response = Nplayer; break; case C_SCORES: /* Someone wants the statistics port: */ response = stat_port; break; case C_PLAYER: case C_MONITOR: /* Someone wants to play or watch: */ if (query == C_MONITOR && Nplayer <= 0) /* Don't bother replying if there's nothing to watch: */ return; /* Otherwise, tell them how to get to the game: */ response = sock_port; break; default: logit(LOG_INFO, "unknown udp query %d", query); return; } response = ntohs(response); if (sendto(fd, &response, sizeof response, 0, &fromaddr, sizeof fromaddr) == -1) logit(LOG_WARNING, "sendto"); }