File: client.c

package info (click to toggle)
crossfire-client 1.71.0-1
  • links: PTS
  • area: main
  • in suites: jessie, jessie-kfreebsd
  • size: 7,712 kB
  • ctags: 2,260
  • sloc: ansic: 21,465; sh: 4,159; makefile: 259; perl: 72; python: 69
file content (718 lines) | stat: -rw-r--r-- 26,293 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
/*
 * Crossfire -- cooperative multi-player graphical RPG and adventure game
 *
 * Copyright (c) 1999-2013 Mark Wedel and the Crossfire Development Team
 * Copyright (c) 1992 Frank Tore Johansen
 *
 * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
 * welcome to redistribute it under certain conditions. For details, please
 * see COPYING and LICENSE.
 *
 * The authors can be reached via e-mail at <crossfire@metalforge.org>.
 */

/**
 * @file common/client.c
 * Client interface main routine.  Sets up a few global variables, connects to
 * the server, tells it what kind of pictures it wants, adds the client and
 * enters the main dispatch loop.
 *
 * The main event loop (event_loop()) checks the TCP socket for input and then
 * polls for x events.  This should be fixed since you can just block on both
 * filedescriptors.
 *
 * The DoClient function receives a message (an ArgList), unpacks it, and in a
 * slow for loop dispatches the command to the right function through the
 * commands table.   ArgLists are essentially like RPC things, only they don't
 * require going through RPCgen, and it's easy to get variable length lists.
 * They are just lists of longs, strings, characters, and byte arrays that can
 * be converted to a machine independent format
 */

#include <client.h>
#include <external.h>
#include <errno.h>
#include <script.h>
#include <ctype.h>

#include "mapdata.h"

/* actually declare the globals */

#ifdef SERVER
char *server=SERVER;
#else
char *server=NULL;
#endif

char VERSION_INFO[MAX_BUF];

char *meta_server = META_SERVER;
char *skill_names[MAX_SKILL];
char *sound_server = "cfsndserv";
char *xdg_config_dir, *xdg_cache_dir;

int last_used_skills[MAX_SKILL+1];

int meta_port=META_PORT, want_skill_exp=0,
    replyinfo_status=0, requestinfo_sent=0, replyinfo_last_face=0,
    maxfd,metaserver_on=METASERVER, metaserver2_on=METASERVER2,
          wantloginmethod=0, serverloginmethod=0;

uint32 tick=0;

uint16 exp_table_max=0;
uint64 *exp_table=NULL;

NameMapping skill_mapping[MAX_SKILL], resist_mapping[NUM_RESISTS];

Client_Player cpl;
ClientSocket csocket;

const char *const resists_name[NUM_RESISTS] = {
    "armor", "magic", "fire", "elec",
    "cold", "conf", "acid", "drain",
    "ghit", "pois", "slow", "para",
    "t undead", "fear", "depl","death",
    "hword", "blind"
};

typedef void (*CmdProc)(unsigned char *, int len);

/**
 * Links server commands to client functions that implement them, and gives a
 * rough indication of the type of data that the server supplies with the
 * command.
 */
struct CmdMapping {
    const char *cmdname;
    void (*cmdproc)(unsigned char *, int );
    enum CmdFormat cmdformat;
};

/**
 * The list of server commands that this client supports along with pointers
 * to the function that handles the command.  The table also gives a rough
 * indication of the type of data that the server should send with each
 * command.  If the client receives a command not listed in the table, a
 * complaint is output on stdout.
 */
struct CmdMapping commands[] = {
    /*
     * The order of this table does not make much of a difference.  Related
     * commands are listed in groups.
     */
    { "map2",            Map2Cmd, SHORT_ARRAY },
    { "map_scroll",      (CmdProc)map_scrollCmd, ASCII },
    { "magicmap",        MagicMapCmd, MIXED    /* ASCII, then binary */},
    { "newmap",          NewmapCmd, NODATA },
    { "mapextended",     MapExtendedCmd, MIXED /* chars, then SHORT_ARRAY */ },

    { "item2",           Item2Cmd, MIXED },
    { "upditem",         UpdateItemCmd, MIXED },
    { "delitem",         DeleteItem, INT_ARRAY },
    { "delinv",          DeleteInventory, ASCII },

    { "addspell",        AddspellCmd, MIXED },
    { "updspell",        UpdspellCmd, MIXED },
    { "delspell",        DeleteSpell, INT_ARRAY },

    { "drawinfo",        (CmdProc)DrawInfoCmd, ASCII },
    { "drawextinfo",     (CmdProc)DrawExtInfoCmd, ASCII},
    {
        "stats",           StatsCmd, STATS       /* Array of: int8, (int?s for
                                                * that stat)
                                                */
    },
    { "image2",          Image2Cmd, MIXED      /* int, int8, int, PNG */ },
    {
        "face2",           Face2Cmd, MIXED       /* int16, int8, int32, string
                                                */
    },
    { "tick",            TickCmd, INT_ARRAY    /* uint32 */},

    { "music",           (CmdProc)MusicCmd, ASCII },
    {
        "sound2",          Sound2Cmd, MIXED      /* int8, int8, int8,  int8,
                                                * int8, int8, chars, int8,
                                                * chars
                                                */
    },
    { "anim",            AnimCmd, SHORT_ARRAY},
    { "smooth",          SmoothCmd, SHORT_ARRAY},

    { "player",          PlayerCmd, MIXED      /* 3 ints, int8, str */ },
    { "comc",            CompleteCmd, SHORT_INT },

    { "addme_failed",    (CmdProc)AddMeFail, NODATA },
    { "addme_success",   (CmdProc)AddMeSuccess, NODATA },
    { "version",         (CmdProc)VersionCmd, ASCII },
    { "goodbye",         (CmdProc)GoodbyeCmd, NODATA },
    { "setup",           (CmdProc)SetupCmd, ASCII},
    { "failure",         (CmdProc)FailureCmd, ASCII},
    { "accountplayers",  (CmdProc)AccountPlayersCmd, ASCII},

    { "query",           (CmdProc)handle_query, ASCII},
    { "replyinfo",       ReplyInfoCmd, ASCII},
    { "ExtendedTextSet", (CmdProc)SinkCmd, NODATA},
    { "ExtendedInfoSet", (CmdProc)SinkCmd, NODATA},

    { "pickup",          PickupCmd, INT_ARRAY  /* uint32 */},
};

/**
 * The number of entries in #commands.
 */
#define NCOMMANDS ((int)(sizeof(commands)/sizeof(struct CmdMapping)))

/**
 * Closes the connection to the server.  It seems better to have it one place
 * here than the same logic sprinkled about in half a dozen locations.  It is
 * also useful in that if this logic does change, there is just one place to
 * update it.
 */
void close_server_connection()
{
#ifdef WIN32
    closesocket(csocket.fd);
#else
    close(csocket.fd);
#endif
    csocket.fd = -1;
}

/**
 * Continuously reads packets from the server, passes their commands to the
 * script watcher, and then processes them.  Each packet contains only one
 * command and any or no data associated with it.  Incomplete packets are
 * ignored, and if a socket error occurs, the connection to the server is
 * closed.
 *
 * @param csocket The socket that server commands are received from.
 */
void DoClient(ClientSocket *csocket)
{
    int i, len;
    unsigned char *data;

    while (1) {
        i = SockList_ReadPacket(csocket->fd, &csocket->inbuf, MAXSOCKBUF - 1);
        /*
         * If a socket error occurred while reading the packet, drop the
         * server connection.  Is there a better way to handle this?
         */
        if (i == -1) {
            close_server_connection();
            return;
        }
        /*
         * Drop incomplete packets without attempting to process the contents.
         */
        if (i == 0) {
            return;
        }
        /*
         * Null-terminate the buffer, and set the data pointer so it points
         * to the first character of the data (following the packet length).
         */
        csocket->inbuf.buf[csocket->inbuf.len] = '\0';
        data = csocket->inbuf.buf + 2;
        /*
         * Commands that provide data are always followed by a space.  Find
         * the space and convert it to a null character.  If no spaces are
         * found, the packet contains a command with no associatd data.
         */
        while ((*data != ' ') && (*data != '\0')) {
            ++data;
        }
        if (*data == ' ') {
            *data = '\0';
            data++;
            len = csocket->inbuf.len - (data - csocket->inbuf.buf);
        } else {
            len = 0;
        }
        /*
         * Search for the command in the list of supported server commands.
         * If the server command is supported by the client, let the script
         * watcher know what command was received, then process it and quit
         * searching the command list.
         */
        for(i = 0; i < NCOMMANDS; i++) {
            if (strcmp((char*)csocket->inbuf.buf+2,commands[i].cmdname)==0) {
                script_watch((char*)csocket->inbuf.buf+2,data,len,commands[i].cmdformat);
                commands[i].cmdproc(data,len);
                break;
            }
        }
        /*
         * After processing the command, mark the socket input buffer empty.
         */
        csocket->inbuf.len=0;
        /*
         * Complain about unsupported commands to facilitate troubleshooting.
         * The client and server should negotiate a connection such that the
         * server does not send commands the client does not support.
         */
        if (i == NCOMMANDS) {
            printf("Unrecognized command from server (%s)\n",
                   csocket->inbuf.buf+2);
        }
    }
}

#ifdef WIN32
#define socklen_t int
#else
#include <netdb.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <netinet/tcp.h>
#include <ctype.h>
#include <arpa/inet.h>
#endif

/**
 * Attempt to establish a socket connection to a specified server and port.
 * In the case where HAVE_GETADDRINFO is true, a timeout connect() is
 * implemented to avoid very long (3 minute) client freeze-up when a host is
 * not reachable.  It is easy for this to happen if a cached server entry is
 * used instead of metaserver results.
 *
 * @param host Host name or address of the server.
 * @param port Port name to use when connecting to the server.
 * @return     File descripter of the connected socket, or, -1 on failure.
 */
int init_connection(char *host, int port)
{
    int fd = -1, oldbufsize, newbufsize=65535;
    socklen_t buflen=sizeof(int);
#if !HAVE_GETADDRINFO || WIN32
    struct sockaddr_in insock;
    struct protoent *protox;

    /*
     * An empty host is sometimes  saved as (null) in the defaults file, but,
     * on load, that does not get handled as a NULL.  When that happens, the
     * lookup of this invalid hostname takes a long time, and it isn't a valid
     * host name in any case, so just abort quickly.
     */
    if (!strcmp(host,"(null)")) {
        return -1;
    }

    protox = getprotobyname("tcp");
    if (protox == (struct protoent  *) NULL) {
        LOG (LOG_ERROR,"common::init_connection", "Error getting protobyname (tcp)");
        return -1;
    }
    fd = socket(PF_INET, SOCK_STREAM, protox->p_proto);
    if (fd==-1) {
        perror("init_connection:  Error on socket command.\n");
        LOG (LOG_ERROR,"common::init_connection", "Error on socket command");
        return -1;
    }

    insock.sin_family = AF_INET;
    insock.sin_port = htons((unsigned short)port);
    if (isdigit(*host)) {
        insock.sin_addr.s_addr = inet_addr(host);
    } else {
        struct hostent *hostbn = gethostbyname(host);
        if (hostbn == (struct hostent *) NULL) {
            LOG (LOG_ERROR,"common::init_connection","Unknown host: %s",host);
            return -1;
        }
        memcpy(&insock.sin_addr, hostbn->h_addr, hostbn->h_length);
    }

    if (connect(fd,(struct sockaddr *)&insock,sizeof(insock)) == (-1)) {
        LOG (LOG_ERROR,"common::init_connection","Can't connect to server");
        perror("Can't connect to server");
        return -1;
    }

#else
    struct addrinfo hints;
    struct addrinfo *res = NULL, *ai;
    char port_str[6];
    int fd_status, fd_flags, fd_select, fd_sockopt;
    struct timeval tv;
    fd_set fdset;

    /* See note in section above about null hosts names */
    if (!strcmp(host,"(null)")) {
        return -1;
    }

    snprintf(port_str, sizeof(port_str), "%d", port);

    memset(&hints, 0, sizeof(hints));
    hints.ai_family = AF_UNSPEC;
    hints.ai_socktype = SOCK_STREAM;
    hints.ai_protocol = IPPROTO_TCP;

    if (getaddrinfo(host, port_str, &hints, &res) != 0) {
        return -1;
    }
    /*
     * Assume that an error will not occur and that the socket is left open.
     */
    fd_status = 0;

    for (ai = res; ai != NULL; ai = ai->ai_next) {
        /*
         * Try to create a socket.
         */
        fd = socket(ai->ai_family, ai->ai_socktype, ai->ai_protocol);
        if (fd == -1) {
            LOG (LOG_ERROR,
                 "common::init_connection","Error creating socket (%d %s)\n",
                 errno, strerror(errno));
            continue;
        }
        /*
         * Set the socket to non-blocking mode.
         */
        fd_flags = fcntl(fd, F_GETFL, NULL);
        if (fd_flags == -1) {
            LOG (LOG_ERROR,
                 "common::init_connection","Error fcntl(fd, F_GETFL) (%s)\n",
                 strerror(errno));
            fd_status = -1;
            break;
        }
        fd_flags |= O_NONBLOCK;
        if (fcntl(fd, F_SETFL, fd_flags) == -1) {
            LOG (LOG_ERROR,
                 "common::init_connection","Error fcntl(fd, F_SETFL) (%s)\n",
                 strerror(errno));
            fd_status = -1;
            break;
        }
        /*
         * Try to connect in non-blocking mode to avoid an extended client
         * lockup in the event that the connection fails for some reason.
         */
        if (connect(fd, ai->ai_addr, ai->ai_addrlen) == -1) {
            /*
             * Assume the connection will fail...
             */
            fd_status = -1;
            if (errno == EINPROGRESS) {
                do {
                    /*
                     * Do not block more than the amount of time specified
                     * here.  Prior to implementation of this timeout, the
                     * client was observed to freeze up for three minutes or
                     * so when the connection failed.
                     */
                    tv.tv_sec = 30;
                    tv.tv_usec = 0;
                    FD_ZERO(&fdset);
                    FD_SET(fd, &fdset);
                    fd_select = select(fd+1, NULL, &fdset, NULL, &tv);
                    if (fd_select == -1 && errno != EINTR) {
                        LOG (LOG_ERROR, "common::init_connection",
                             "Error connecting %d - %s\n",
                             errno, strerror(errno));
                        break;
                    } else if (fd_select > 0) {
                        /*
                         * Socket selected for write.
                         */
                        if (getsockopt(fd, SOL_SOCKET, SO_ERROR,
                                       (void*)(&fd_sockopt), &buflen)) {
                            LOG (LOG_ERROR, "common::init_connection",
                                 "Error in getsockopt %d - %s\n",
                                 errno, strerror(errno));
                            break;
                        }
                        if (fd_sockopt) {
                            LOG (LOG_ERROR, "common::init_connection",
                                 "Error in delayed connection %d - %s\n",
                                 fd_sockopt, strerror(fd_sockopt));
                            break;
                        }
                        /*
                         * The assumption was wrong: the connection succeeded.
                         */
                        fd_status = 0;
                        break;
                    } else {
                        /* FIXME: Clean up memory leak caused by returning. */
                        LOG(LOG_ERROR, "common::init_connection",
                                "Connection timed out.\n");
                        return -1;
                    }
                } while (1);
            } else {
                /* This log message should probably be removed - any error
                 * should really be reported to the player through the GUI.
                 * In addition, if system has ipv6 + ipv4, the ipv6 connection
                 * may fail (generating this message), but ipv4 to same server
                 * succeeds - probably not really an error there.
                 */
                LOG (LOG_ERROR, "common::init_connection",
                     "Error connecting %d - %s\n", errno, strerror(errno));
                fd_status = 0;
                continue;
            }
        }
        if (! fd_status) {
            /*
             * If we get here, the connection has worked.  Now we
             * reset the socket to blocking mode.
             */
            fd_flags = fcntl(fd, F_GETFL, NULL);
            if (fd_flags == -1) {
                LOG (LOG_ERROR, "common::init_connection",
                     "Error fcntl(..., F_GETFL) (%s)\n", strerror(errno));
                fd_status = -1;
            } else {
                fd_flags &= (~O_NONBLOCK);
                if (fcntl(fd, F_SETFL, fd_flags) == -1) {
                    LOG (LOG_ERROR, "common::init_connection",
                         "Error fcntl(..., F_SETFL) (%s)\n", strerror(errno));
                    fd_status = -1;
                }
            }
            break;
        }
    }

    if (fd_status) {
        close(fd);
        fd = -1;
    }

    freeaddrinfo(res);

    if (fd == -1) {
        return -1;
    }
#endif

    free(csocket.servername);
    csocket.servername = malloc(sizeof(char)*(strlen(host)+1));
    strcpy(csocket.servername, host);

#ifndef WIN32
    if (fcntl(fd, F_SETFL, O_NDELAY)==-1) {
        LOG (LOG_ERROR,"common::init_connection","Error on fcntl.");
    }
#else
    {
        unsigned long tmp = 1;
        if (ioctlsocket(fd, FIONBIO, &tmp)<0) {
            LOG (LOG_ERROR,"common::init_connection","Error on ioctlsocket.");
        }
    }
#endif

#ifdef TCP_NODELAY
    /* turn off nagle algorithm */
    if (use_config[CONFIG_FASTTCP]) {
        int i=1;

#ifdef WIN32
        if (setsockopt(fd, SOL_TCP, TCP_NODELAY, ( const char* )&i, sizeof(i)) == -1) {
            perror("TCP_NODELAY");
        }
#else
        if (setsockopt(fd, SOL_TCP, TCP_NODELAY, &i, sizeof(i)) == -1) {
            perror("TCP_NODELAY");
        }
#endif
    }
#endif

    if (getsockopt(fd,SOL_SOCKET,SO_RCVBUF, (char*)&oldbufsize, &buflen)==-1) {
        oldbufsize=0;
    }

    if (oldbufsize<newbufsize) {
        if(setsockopt(fd,SOL_SOCKET,SO_RCVBUF, (char*)&newbufsize, sizeof(&newbufsize))) {
            LOG(LOG_WARNING,"common::init_connection: setsockopt"," unable to set output buf size to %d", newbufsize);
            setsockopt(fd,SOL_SOCKET,SO_RCVBUF, (char*)&oldbufsize, sizeof(&oldbufsize));
        }
    }
    return fd;
}

/**
 * This function negotiates the characteriistics of a connection to the
 * server.  Negotiation consists of asking the server for commands it wants,
 * and checking protocol version for compatibility.  Serious incompatibilities
 * abort the connection.
 *
 * @param sound Non-zero to ask for sound and music commands.
 */
void negotiate_connection(int sound)
{
    int tries;

    SendVersion(csocket);

    /* We need to get the version command fairly early on because we need to
     * know if the server will support a request to use png images.  This
     * isn't done the best, because if the server never sends the version
     * command, we can loop here forever.  However, if it doesn't send the
     * version command, we have no idea what we are dealing with.
     */
    tries=0;
    while (csocket.cs_version==0) {
        DoClient(&csocket);
        if (csocket.fd == -1) {
            return;
        }

        usleep(10*1000);    /* 10 milliseconds */
        tries++;
        /* If we have't got a response in 10 seconds, bail out */
        if (tries > 1000) {
            close_server_connection();
            return;
        }
    }

    if (csocket.sc_version<1023) {
        LOG (LOG_WARNING,"common::negotiate_connection","Server does not support PNG images, yet that is all this client");
        LOG (LOG_WARNING,"common::negotiate_connection","supports.  Either the server needs to be upgraded, or you need to");
        LOG (LOG_WARNING,"common::negotiate_connection","downgrade your client.");
        exit(1);
    }

    /* If the user has specified a numeric face id, use it. If it is a string
     * like base, then that resolves to 0, so no real harm in that.
     */
    if (face_info.want_faceset) {
        face_info.faceset = atoi(face_info.want_faceset);
    }

    /* For sound, a value following determines which sound features are
     * wanted.  The value is 1 for sound effects, and 2 for background music,
     * or the sum of 1 + 2 (3) for both.
     *
     * For spellmon, try each acceptable level, but make sure the one the
     * client prefers is last.
     */
    cs_print_string(csocket.fd,
                    "setup map2cmd 1 tick 1 sound2 %d darkness %d spellmon 1 spellmon 2 "
                    "faceset %d facecache %d want_pickup 1 loginmethod %d newmapcmd 1",
                    (sound >= 0) ? 3 : 0, want_config[CONFIG_LIGHTING] ? 1 : 0,
                    face_info.faceset, want_config[CONFIG_CACHE], wantloginmethod);
    /*
     * We can do this right now also.  There is not any reason to wait.
     */
    cs_print_string(csocket.fd, "requestinfo skill_info");
    cs_print_string(csocket.fd,"requestinfo exp_table");
    /*
     * While these are only used for new login method, they should become
     * standard fairly soon.  All of these are pretty small, and do not add
     * much to the cost.  They make it more likely that the information is
     * ready when the window that needs it is raised.
     */
    cs_print_string(csocket.fd,"requestinfo motd");
    cs_print_string(csocket.fd,"requestinfo news");
    cs_print_string(csocket.fd,"requestinfo rules");

    use_config[CONFIG_MAPHEIGHT]=want_config[CONFIG_MAPHEIGHT];
    use_config[CONFIG_MAPWIDTH]=want_config[CONFIG_MAPWIDTH];
    mapdata_set_size(use_config[CONFIG_MAPWIDTH], use_config[CONFIG_MAPHEIGHT]);
    if (use_config[CONFIG_MAPHEIGHT]!=11 || use_config[CONFIG_MAPWIDTH]!=11) {
        cs_print_string(csocket.fd,"setup mapsize %dx%d",use_config[CONFIG_MAPWIDTH], use_config[CONFIG_MAPHEIGHT]);
    }

    use_config[CONFIG_SMOOTH]=want_config[CONFIG_SMOOTH];

    /* If the server will answer the requestinfo for image_info and image_data,
     * send it and wait for the response.
     */
    if (csocket.sc_version >= 1027) {
        /* last_start is -99.  This means the first face requested will be 1
         * (not 0) - this is OK because 0 is defined as the blank face.
         */
        int last_end=0, last_start=-99;

        cs_print_string(csocket.fd,"requestinfo image_info");
        requestinfo_sent = RI_IMAGE_INFO;
        replyinfo_status = 0;
        replyinfo_last_face = 0;

        do {
            DoClient(&csocket);
            /*
             * It is rare, but the connection can die while getting this info.
             */
            if (csocket.fd == -1) {
                return;
            }

            if (use_config[CONFIG_DOWNLOAD]) {
                /*
                 * We need to know how many faces to be able to make the
                 * request intelligently.  So only do the following block if
                 * we have that info.  By setting the sent flag, we will never
                 * exit this loop until that happens.
                 */
                requestinfo_sent |= RI_IMAGE_SUMS;
                if (face_info.num_images != 0) {
                    /*
                     * Sort of fake things out - if we have sent the request
                     * for image sums but have not got them all answered yet,
                     * we then clear the bit from the status so we continue to
                     * loop.
                     */
                    if (last_end == face_info.num_images) {
                        /* Mark that we're all done */
                        if (replyinfo_last_face == last_end) {
                            replyinfo_status |= RI_IMAGE_SUMS;
                            image_update_download_status(face_info.num_images, face_info.num_images, face_info.num_images);
                        }
                    } else {
                        /*
                         * If we are all caught up, request another 100 sums.
                         */
                        if (last_end <= (replyinfo_last_face+100)) {
                            last_start += 100;
                            last_end += 100;
                            if (last_end > face_info.num_images) {
                                last_end = face_info.num_images;
                            }
                            cs_print_string(csocket.fd,"requestinfo image_sums %d %d", last_start, last_end);
                            image_update_download_status(last_start, last_end, face_info.num_images);
                        }
                    }
                } /* Still have image_sums request to send */
            } /* endif download all faces */

            usleep(10*1000);    /* 10 milliseconds */
            /*
             * Do not put in an upper time limit with tries like we did above.
             * If the player is downloading all the images, the time this
             * takes could be considerable.
             */
        } while (replyinfo_status != requestinfo_sent);
    }
    if (use_config[CONFIG_DOWNLOAD]) {
        char buf[MAX_BUF];

        snprintf(buf, sizeof(buf), "Download of images complete.  Found %d locally, downloaded %d from server\n",
                 face_info.cache_hits, face_info.cache_misses);
        draw_ext_info(NDI_GOLD, MSG_TYPE_CLIENT, MSG_TYPE_CLIENT_CONFIG, buf);
    }

    /* This needs to get changed around - we really don't want to send the
     * SendAddMe until we do all of our negotiation, which may include things
     * like downloading all the images and whatnot - this is more an issue if
     * the user is not using the default face set, as in that case, we might
     * end up building images from the wrong set.
     * Only run this if not using new login method
     */
    if (!serverloginmethod) {
        SendAddMe(csocket);
    }
}