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/*
* 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);
}
}
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