implement Gamesrv; include "sys.m"; sys: Sys; include "readdir.m"; include "styxlib.m"; styxlib: Styxlib; Styxserver, Rmsg, Tmsg, Eperm: import styxlib; include "lib/multistyx.m"; include "draw.m"; include "arg.m"; include "gamesrv.m"; stderr: ref Sys->FD; myself: Gamesrv; ENGINES: con "/dis/games/engines"; Debug: con 0; Update: adt { pick { Playerid => clientid: int; playerid: int; name: string; Set => o: ref Object; objid: int; # player-specific id attr: ref Attribute; Transfer => srcid: int; # parent object from: Range; # range within src to transfer dstid: int; # destination object index: int; # insertion point Create => objid: int; parentid: int; visibility: int; objtype: string; Delete => parentid: int; r: Range; objs: array of int; Setvisibility => objid: int; visibility: int; # set of players that can see it Action => s: string; objs: list of int; rest: string; # updates to players file Clientid or Join => clientid: int; name: string; Leave => clientid: int; Joingame => # also sent to individual games gameid: int; clientid: int; playerid: int; name: string; Leavegame => gameid: int; playerid: int; name: string; Creategame => gameid: int; name: string; clienttype: string; Deletegame => gameid: int; Chat => clientid: int; msg: string; Gametype => clienttype: string; modname: string; } }; Client: adt { id: int; # index into clients name: string; styxsrv: ref Styxserver; replych: chan of ref Rmsg; # buffer new: fn(id: int, styxsrv: ref Styxserver, name: string): ref Client; cmd: fn(client: self ref Client, ofid: ref Openfid, cmd: string): string; leave: fn(client: self ref Client); reply: fn(client: self ref Client, m: ref Rmsg); }; T: type ref Update; Queue: adt { h, t: list of T; put: fn(q: self ref Queue, s: T); get: fn(q: self ref Queue): T; isempty: fn(q: self ref Queue): int; peek: fn(q: self ref Queue): T; }; Openfid: adt { fidh: int; # combination of fid and clientid fileid: int; player: ref Player; # nil for non-game files. client: ref Client; updateq: ref Queue; readreq: ref Tmsg.Read; hungup: int; new: fn(client: ref Client, fid: int, file: ref File): ref Openfid; find: fn(client: ref Client, fid: int): ref Openfid; close: fn(ofid: self ref Openfid); }; File: adt { id: int; # index into files array d: Sys->Dir; ofids: list of ref Openfid; # list of all fids that are holding this open needsupdate: int; # updates have been added since last updateall() create: fn(d: Sys->Dir): ref File; delete: fn(f: self ref File); hangup: fn(f: self ref File, client: ref Client); }; games: array of ref Game; clients: array of ref Client; files: array of ref File; fids: array of list of ref Openfid; # hash table playersf: ref File; engines: list of (string, string); fPLAYERS, fGAME, fNEW: con iota; MAXPLAYERS: con 31; GAMEDIR: con "/n/remote"; badmod(p: string) { sys->fprint(stderr, "gamesrv: cannot load %s: %r\n", p); sys->raise("fail:bad module"); } usage() { sys->fprint(stderr, "usage: gamesrv [-l] [-a alg]... [-A] [addr|mntpoint]\n"); sys->raise("fail:usage"); } init(ctxt: ref Draw->Context, argv: list of string) { sys = load Sys Sys->PATH; stderr = sys->fildes(2); myself = load Gamesrv "$self"; multistyx := load Multistyx Multistyx->PATH; if (multistyx == nil) badmod(Multistyx->PATH); arg := load Arg Arg->PATH; if (arg == nil) badmod(Arg->PATH); arg->init(argv); styxlib = multistyx->init(); doauth := 1; local := 0; algs: list of string; while ((opt := arg->opt()) != 0) { case opt { 'a' => alg := arg->arg(); if (alg == nil) usage(); algs = alg :: algs; 'A' => doauth = 0; 'l' => local = 1; * => usage(); } } argv = arg->argv(); arg = nil; where: string; if (argv != nil) { if (tl argv != nil) usage(); where = hd argv; } initrand(); initengines(); fids = array[47] of list of ref Openfid; if (local) { newclientch := chan of (int, ref Styxserver, string); tmsgch := chan of (int, ref Styxserver, ref Tmsg); sync := chan of int; spawn srv(sync, newclientch, tmsgch); <-sync; fds := array[2] of ref Sys->FD; sys->pipe(fds); spawn singlestyx(fds[0], newclientch, tmsgch); if (where == nil) where = GAMEDIR; if (sys->mount(fds[1], where, Sys->MREPL|Sys->MCREATE, nil) == -1) { sys->fprint(stderr, "gamesrv: cannot mount on %s: %r\n", where); sys->raise("fail:mount failed"); # XXX what about spawned procs? } sys->print("gamesrv: mounted on %s\n", where); } else { if (where == nil) where = "tcp!*!3242"; sys->pctl(Sys->FORKNS, nil); (newclientch, tmsgch, err) := multistyx->srv(where, 1, algs); if (newclientch == nil) { sys->fprint(stderr, "gamesrv: cannot start server: %s\n", err); sys->raise("fail:error"); } sys->print("gamesrv: listening on %s\n", where); sync := chan of int; spawn srv(sync, newclientch, tmsgch); <-sync; } } singlestyx(fd: ref Sys->FD, newclientch: chan of (int, ref Styxserver, string), tmsgch: chan of (int, ref Styxserver, ref Tmsg)) { (tch, ss) := Styxserver.new(fd); fd = nil; newclientch <-= (0, ss, "me"); while ((m := <-tch) != nil) tmsgch <-= (0, ss, m); sys->print("gamesrv: connection unmounted\n"); } srv(sync: chan of int, newclientch: chan of (int, ref Styxserver, string), tmsgch: chan of (int, ref Styxserver, ref Tmsg)) { sys->pctl(Sys->FORKNS, nil); sync <-= 1; wfd := sys->open("/prog/" + string sys->pctl(0, nil) + "/wait", Sys->OREAD); spawn srv1(newclientch, tmsgch); buf := array[Sys->ATOMICIO] of byte; n := sys->read(wfd, buf, len buf); sys->print("gamesrv process exited: %s\n", string buf[0:n]); } srv1(newclientch: chan of (int, ref Styxserver, string), tmsgch: chan of (int, ref Styxserver, ref Tmsg)) { playersf = File.create(styxlib->devdir(nil, mkqid(fPLAYERS, 0), "players", big 0, "nobody", 8r666)); File.create(styxlib->devdir(nil, mkqid(fNEW, 0), "new", big 0, "nobody", 8r666)); for (;;) alt { (srvid, srv, name) := <-newclientch => Client.new(srvid, srv, name); updateall(); (srvid, srv, tmsg) := <-tmsgch => if (tmsg == nil || tagof(tmsg) == tagof(Tmsg.Readerror)) { clients[srvid].leave(); updateall(); } else handletmsg(clients[srvid], tmsg); } } handletmsg(client: ref Client, tmsg: ref Tmsg) { srv := client.styxsrv; pick m := tmsg { Nop => srv.reply(ref Rmsg.Nop(m.tag)); Clone => srv.devclone(m); Walk => if ((err := walk(srv, m)) != nil) srv.reply(ref Rmsg.Error(m.tag, err)); Open => c := srv.fidtochan(m.fid); if (c.qid.path & Sys->CHDIR) { srv.reply(ref Rmsg.Open(m.tag, m.fid, c.qid)); break; } f := qid2file(c.qid); if (f == nil) { srv.reply(ref Rmsg.Error(m.tag, "qid not found")); break; } if (qidkind(c.qid) == fNEW) { g := newgame(client); Openfid.new(client, m.fid, files[g.fileid]); c.qid = files[g.fileid].d.qid; } else { ofid := Openfid.new(client, m.fid, f); err := openfile(ofid); if (err != nil) { srv.reply(ref Rmsg.Error(m.tag, err)); ofid.close(); break; } } srv.reply(ref Rmsg.Open(m.tag, m.fid, c.qid)); c.open = 1; updateall(); Create => srv.reply(ref Rmsg.Error(m.tag, Eperm)); Read => c := srv.fidtochan(m.fid); if (c.qid.path & Sys->CHDIR) { dirread(srv, m); break; } if (!c.open) { srv.reply(ref Rmsg.Error(m.tag, "file not open")); break; } ff := Openfid.find(client, m.fid); if (ff.readreq != nil) srv.reply(ref Rmsg.Error(m.tag, "duplicate read")); else { ff.readreq = m; sendupdate(ff); } Write => ff := Openfid.find(client, m.fid); err := client.cmd(ff, string m.data); if (err != nil) srv.reply(ref Rmsg.Error(m.tag, err)); else srv.reply(ref Rmsg.Write(m.tag, m.fid, len m.data)); updateall(); Clunk => clunked(client, srv.devclunk(m)); updateall(); Flush => for (i := 0; i < len files; i++) { if (files[i] == nil) continue; for (ol := files[i].ofids; ol != nil; ol = tl ol) { ofid := hd ol; if (ofid.client == client && ofid.readreq != nil && ofid.readreq.tag == m.oldtag) ofid.readreq = nil; } } srv.reply(ref Rmsg.Flush(m.tag)); Remove => srv.reply(ref Rmsg.Error(m.tag, Eperm)); Stat => if ((err := stat(srv, m)) != nil) srv.reply(ref Rmsg.Error(m.tag, err)); Wstat => # XXX eventually allow owner of a game to change its permissions srv.reply(ref Rmsg.Error(m.tag, Eperm)); Attach => srv.devattach(m); } } clunked(client: ref Client, c: ref Styxlib->Chan) { if (c == nil || !c.open || (c.qid.path & Sys->CHDIR)) return; ofid := Openfid.find(client, c.fid); ofid.close(); if (ofid.player != nil) playerleaves(ofid.player); f := files[ofid.fileid]; if (f.ofids == nil && qidkind(f.d.qid) == fGAME) { # the game disappears when the last player leaves f := files[ofid.fileid]; if (f.ofids == nil) { g := games[qidindex(f.d.qid)]; if (g != nil) { # if the game engine hasn't crashed. applyupdate(playersf, ref Update.Deletegame(g.id)); sys->print("clunked(game: %s (id %d), file %ux, client id %d)\n", g.name, g.id, f, client.id); if (g.request != nil) { g.request <-= nil; g.request = nil; } games[g.id] = nil; } f.delete(); } } } Game.hangup(game: self ref Game) { sys->print("game.hangup(%s)\n", game.name); f := files[game.fileid]; for (ofids := f.ofids; ofids != nil; ofids = tl ofids) { ofid := hd ofids; ofid.player = nil; ofid.hungup = 1; } applyupdate(playersf, ref Update.Deletegame(game.id)); f.needsupdate = 1; if (game.request != nil) { game.request <-= nil; game.request = nil; } } Openfid.new(client: ref Client, fid: int, file: ref File): ref Openfid { fidh := fid | (client.id << 16); i := fidh % len fids; ofid := ref Openfid(fidh, file.id, nil, client, ref Queue, nil, 0); fids[i] = ofid :: fids[i]; file.ofids = ofid :: file.ofids; return ofid; } Openfid.find(client: ref Client, fid: int): ref Openfid { fidh := fid | (client.id << 16); for (ol := fids[fidh % len fids]; ol != nil; ol = tl ol) if ((hd ol).fidh == fidh) return hd ol; return nil; } Openfid.close(ofid: self ref Openfid) { i := ofid.fidh % len fids; newol: list of ref Openfid; for (ol := fids[i]; ol != nil; ol = tl ol) if (hd ol != ofid) newol = hd ol :: newol; fids[i] = newol; newol = nil; for (ol = files[ofid.fileid].ofids; ol != nil; ol = tl ol) if (hd ol != ofid) newol = hd ol :: newol; files[ofid.fileid].ofids = newol; } openfile(ofid: ref Openfid): string { err: string; q := ofid.updateq; f := files[ofid.fileid]; case qidkind(f.d.qid) { fPLAYERS => # all the players q.put(ref Update.Clientid(ofid.client.id, ofid.client.name)); for (i := 0; i < len clients; i++) if (clients[i] != nil && i != ofid.client.id) q.put(ref Update.Join(i, clients[i].name)); # all the games for (i = 0; i < len games; i++) { game := games[i]; if (game != nil && game.objects != nil) { q.put(ref Update.Creategame(game.id, game.name, game.mod->clienttype())); # all the clients playing the game for (ol := files[game.fileid].ofids; ol != nil; ol = tl ol) { ofid := hd ol; q.put(ref Update.Joingame(game.id, ofid.client.id, ofid.player.id, nil)); } } } # all the engines for (e := engines; e != nil; e = tl e) { (clienttype, modname) := hd e; q.put(ref Update.Gametype(clienttype, modname)); } f.needsupdate = 1; fGAME => err = newplayer(games[qidindex(f.d.qid)], ofid); } return err; } # a player wants to join in the fun newplayer(game: ref Game, ofid: ref Openfid): string { if (game.objects == nil) return "game not yet active"; for (i := 0; i < MAXPLAYERS; i++) if ((game.playerids & (1 << i)) == 0) break; if (i == MAXPLAYERS) return "too many players"; client := ofid.client; f := files[ofid.fileid]; for (ol := f.ofids; ol != nil; ol = tl ol) if (hd ol != ofid && (hd ol).client == client) return "already playing"; player := ref Player(i, game.id, client.id, nil, nil, nil); q := ofid.updateq; q.put(ref Update.Playerid(client.id, player.id, client.name)); # all the clients playing the game for (ol = f.ofids; ol != nil; ol = tl ol) { ofid := hd ol; if (ofid.player != nil) q.put(ref Update.Joingame(game.id, ofid.client.id, ofid.player.id, ofid.client.name)); } qrecreateobject(q, player, game.objects[0], nil); ofid.player = player; game.request <-= ref Rq.Join(player); if ((err := <-game.reply) != nil) { ofid.player = nil; sys->print("join failed: %s\n", err); if (game.request == nil) game.hangup(); return err; } # first player gets the game created if (game.playerids == 0) applyupdate(playersf, ref Update.Creategame(game.id, game.name, game.mod->clienttype())); pmask := 1 << player.id; game.playerids |= pmask; applyupdate(playersf, ref Update.Joingame(game.id, client.id, player.id, nil)); applygameupdate(game, ref Update.Joingame(game.id, client.id, player.id, client.name), ~pmask); return nil; } Blankgame: Game; newgame(client: ref Client): ref Game { for (i := 0; i < len games; i++) if (games[i] == nil) break; if (i == len games) games = (array[len games + 1] of ref Game)[0:] = games; g := games[i] = ref Blankgame; g.id = i; g.request = chan of ref Rq; g.reply = chan of string; f := File.create(styxlib->devdir(nil, mkqid(fGAME, i), string i, big 0, client.name, 8r666)); g.fileid = f.id; spawn gameproc(g); return g; } mkqid(kind, i: int): Sys->Qid { return (kind + (i << 4), 0); } qidkind(qid: Sys->Qid): int { return qid.path & 16rf; } qidindex(qid: Sys->Qid): int { return qid.path >> 4; } qid2file(qid: Sys->Qid): ref File { for (i := 0; i < len files; i++) { f := files[i]; if (f != nil && f.d.qid.path == qid.path) return f; } return nil; } dirgen(srv: ref Styxserver, c: ref Styxlib->Chan, nil: array of Styxlib->Dirtab, i: int): (int, Sys->Dir) { for (j := 0; j < len files; j++) if (files[i] != nil && i-- <= 0) return (1, files[j].d); d: Sys->Dir; return (-1, d); } walk(srv: ref Styxserver, m: ref Tmsg.Walk): string { c := srv.fidtochan(m.fid); if (c == nil) return Styxlib->Ebadfid; if ((c.qid.path & Sys->CHDIR) == 0) return Styxlib->Enotdir; # XXX could speed this up by interpreting names # directly. for (i := 0; i < len files; i++) { f := files[i]; if (f != nil && f.d.name == m.name) { c.qid = f.d.qid; c.path = m.name; srv.reply(ref Rmsg.Walk(m.tag, m.fid, c.qid)); return nil; } } return Styxlib->Enotfound; } stat(srv: ref Styxserver, m: ref Tmsg.Stat): string { c := srv.fidtochan(m.fid); if (c == nil) return Styxlib->Ebadfid; if (c.qid.path & Sys->CHDIR) { srv.reply(ref Rmsg.Stat(m.tag, m.fid, styxlib->devdir(c, (Sys->CHDIR, 0), "/", big 0, "nobody", 8r777))); return nil; } f := qid2file(c.qid); if (f == nil) return "qid not found"; srv.reply(ref Rmsg.Stat(m.tag, m.fid, f.d)); return nil; } filen(n: int): ref File { for (i := 0; i < len files; i++) if (files[i] != nil && n-- <= 0) return files[i]; return nil; } dirread(srv: ref Styxserver, m: ref Tmsg.Read) { DIRLEN: import Styxlib; data := array[m.count] of byte; k := int m.offset / DIRLEN; for (n := 0; n + DIRLEN <= m.count; k++) { f := filen(k); if (f == nil) { srv.reply(ref Rmsg.Read(m.tag, m.fid, data[0:n])); return; } styxlib->convD2M(data[n:], f.d); n += DIRLEN; } srv.reply(ref Rmsg.Read(m.tag, m.fid, data[0:n])); } updateall() { for (i := 0; i < len files; i++) { f := files[i]; if (f != nil && f.needsupdate) { for (ol := f.ofids; ol != nil; ol = tl ol) sendupdate(hd ol); f.needsupdate = 0; } } } applyupdate(f: ref File, upd: ref Update) { for (ol := f.ofids; ol != nil; ol = tl ol) (hd ol).updateq.put(upd); f.needsupdate = 1; } # send update to players in the game in the needupdate set. applygameupdate(game: ref Game, upd: ref Update, needupdate: int) { if (needupdate == 0) return; f := files[game.fileid]; for (ol := f.ofids; ol != nil; ol = tl ol) { ofid := hd ol; player := ofid.player; if (player != nil && (needupdate & (1 << player.id))) queueupdate(ofid.updateq, player, upd); } f.needsupdate = 1; } # transform an outgoing update according to the visibility # of the object(s) concerned. # the update concerned has already occurred. queueupdate(q: ref Queue, p: ref Player, upd: ref Update) { pmask := 1 << p.id; game := games[p.gameid]; pick u := upd { Set => if (p.ext(u.o.id) != -1 && (u.attr.needupdate & pmask)) { q.put(ref Update.Set(u.o, p.ext(u.o.id), u.attr)); u.attr.needupdate &= ~pmask; } else u.attr.needupdate |= pmask; Transfer => # if moving from an invisible object, create the objects # temporarily in the source object, and then transfer from that. # if moving to an invisible object, delete the objects. # if moving from invisible to invisible, do nothing. src := game.objects[u.srcid]; dst := game.objects[u.dstid]; fromvisible := objvisibility(src) & src.visibility & pmask; tovisible := objvisibility(dst) & dst.visibility & pmask; if (fromvisible || tovisible) { # N.B. objects are already in destination object at this point. (r, index, srcid) := (u.from, u.index, u.srcid); # XXX this scheme is all very well when the parent of src # or dst is visible, but not when it's not... in that case # we should revert to the old scheme of deleting objects in src # or recreating them in dst as appropriate. if (!tovisible) { # transfer objects to destination, then delete them, # so client knows where they've gone. q.put(ref Update.Transfer(p.ext(srcid), r, p.ext(u.dstid), 0)); qdelobjects(q, p, dst, (u.index, u.index + r.end - r.start), 0); break; } if (!fromvisible) { # create at the end of source object, # then transfer into correct place in destination. n := r.end - r.start; for (i := 0; i < n; i++) { o := dst.children[index + i]; qrecreateobject(q, p, o, src); } r = (0, n); } if (p.ext(srcid) == -1 || p.ext(u.dstid) == -1) panic("oh dear 2"); q.put(ref Update.Transfer(p.ext(srcid), r, p.ext(u.dstid), index)); } Create => dst := game.objects[u.parentid]; if (objvisibility(dst) & dst.visibility & pmask) { playeraddobject(p, game.objects[u.objid]); q.put(ref Update.Create(p.ext(u.objid), p.ext(u.parentid), u.visibility, u.objtype)); } Delete => # we can only get this update when all the children are # leaf nodes. o := game.objects[u.parentid]; if (objvisibility(o) & o.visibility & pmask) { r := u.r; extobjs := array[len u.objs] of int; for (i := 0; i < len u.objs; i++) { extobjs[i] = p.ext(u.objs[i]); playerdelobject(p, u.objs[i]); } q.put(ref Update.Delete(p.ext(o.id), u.r, extobjs)); } Setvisibility => # if the object doesn't exist for this player, don't do anything. # else if there are children, check whether they exist, and # create or delete them as necessary. if (p.ext(u.objid) != -1) { o := game.objects[u.objid]; if (len o.children > 0) { visible := u.visibility & pmask; made := p.ext(o.children[0].id) != -1; if (!visible && made) qdelobjects(q, p, o, (0, len o.children), 0); else if (visible && !made) for (i := 0; i < len o.children; i++) qrecreateobject(q, p, o.children[i], nil); } q.put(ref Update.Setvisibility(p.ext(u.objid), u.visibility)); } Action => s := u.s; for (ol := u.objs; ol != nil; ol = tl ol) s += " " + string p.ext(hd ol); s += " " + u.rest; q.put(ref Update.Action(s, nil, nil)); * => q.put(upd); } } # queue deletions for o; we pretend to the client that # the deletions are at index. qdelobjects(q: ref Queue, p: ref Player, o: ref Object, r: Range, index: int) { if (r.start >= r.end) return; children := o.children; extobjs := array[r.end - r.start] of int; for (i := r.start; i < r.end; i++) { o := children[i]; qdelobjects(q, p, o, (0, len o.children), 0); extobjs[i - r.start] = p.ext(o.id); playerdelobject(p, o.id); } q.put(ref Update.Delete(p.ext(o.id), (index, index + (r.end - r.start)), extobjs)); } File.create(d: Sys->Dir): ref File { for (i := 0; i < len files; i++) if (files[i] == nil) break; if (i == len files) { newfiles := array[len files + 1] of ref File; newfiles[0:] = files; files = newfiles; } f := files[i] = ref File(i, d, nil, 0); return f; } File.delete(f: self ref File) { files[f.id] = nil; } File.hangup(f: self ref File, client: ref Client) { for (ofids := f.ofids; ofids != nil; ofids = tl ofids) if ((hd ofids).client == client) (hd ofids).hungup = 1; f.needsupdate = 1; } # parent visibility now allows o to be seen, so recreate # it for the player. (if parent is non-nil, pretend we're creating it there) qrecreateobject(q: ref Queue, p: ref Player, o: ref Object, parent: ref Object) { playeraddobject(p, o); parentid := o.parentid; if (parent != nil) parentid = parent.id; q.put(ref Update.Create(p.ext(o.id), p.ext(parentid), o.visibility, o.objtype)); recreateattrs(q, p, o); if (o.visibility & (1 << p.id)) { a := o.children; for (i := 0; i < len a; i++) qrecreateobject(q, p, a[i], nil); } } recreateattrs(q: ref Queue, p: ref Player, o: ref Object) { a := o.attrs.a; for (i := 0; i < len a; i++) { for (al := a[i]; al != nil; al = tl al) { attr := hd al; q.put(ref Update.Set(o, p.ext(o.id), attr)); } } } # send the client as many updates as we can fit in their read request # (if there are some updates to send and there's an outstanding read request) sendupdate(ofid: ref Openfid) { game: ref Game; if (ofid.readreq == nil || (ofid.updateq.isempty() && !ofid.hungup)) return; client := ofid.client; m := ofid.readreq; q := ofid.updateq; if (ofid.hungup) { client.reply(ref Rmsg.Read(m.tag, m.fid, nil)); q.h = q.t = nil; return; } data := array[m.count] of byte; nb := 0; pmask := 0; if (ofid.player != nil) { pmask = 1 << ofid.player.id; game = games[ofid.player.gameid]; } for (; !q.isempty(); q.get()) { upd := q.peek(); pick u := upd { Set => if ((objvisibility(u.o) & u.attr.visibility & pmask) == 0) { u.attr.needupdate |= pmask; continue; } } d := array of byte update2s(upd); if (len d + nb > len data) break; data[nb:] = d; nb += len d; } data = data[0:nb]; err := ""; if (nb == 0) { if (q.isempty()) return; err = "short read"; } if (err != nil) client.reply(ref Rmsg.Error(m.tag, err)); else client.reply(ref Rmsg.Read(m.tag, m.fid, data)); ofid.readreq = nil; } # an object's visibility is the intersection # of the visibility of all its parents. objvisibility(o: ref Object): int { game := games[o.gameid]; visibility := ~0; for (id := o.parentid; id != -1; id = o.parentid) { o = game.objects[id]; visibility &= o.visibility; } return visibility; } Client.new(id: int, styxsrv: ref Styxserver, name: string): ref Client { if (id >= len clients) { newclients := array[id + 1] of ref Client; newclients[0:] = clients; clients = newclients; } if (clients[id] != nil) panic(sys->sprint("client id %d already in use (by '%s')\n", id, clients[id].name)); client := ref Client; client.name = name; client.replych = chan of ref Rmsg; client.styxsrv = styxsrv; client.id = id; clients[id] = client; spawn replyproc(client.styxsrv, client.replych); applyupdate(playersf, ref Update.Join(client.id, client.name)); return client; } replyproc(styxsrv: ref Styxserver, replych: chan of ref Rmsg) { procname("reply"); for (;;) { m := <-replych; if (m == nil) exit; styxsrv.reply(m); } } Client.reply(client: self ref Client, m: ref Rmsg) { client.replych <-= m; } Client.leave(client: self ref Client) { sys->print("client %d leaving\n", client.id); for (cl := client.styxsrv.chanlist(); cl != nil; cl = tl cl) clunked(client, hd cl); client.replych <-= nil; clients[client.id] = nil; applyupdate(playersf, ref Update.Leave(client.id)); } # process a client's command; return a non-nil string on error. Client.cmd(client: self ref Client, ofid: ref Openfid, cmd: string): string { err: string; f := files[ofid.fileid]; qid := f.d.qid; if (ofid.hungup) return "hung up"; if (cmd == nil) { f.hangup(client); sys->print("hanging up client %d, file %s\n", client.id, f.d.name); return nil; } case qidkind(qid) { fGAME => game := games[qidindex(qid)]; if (ofid.player == nil) err = inactivegamecmd(client, game, ofid, cmd); else { game.request <-= ref Rq.Command(ofid.player, cmd); err = <-game.reply; if (game.request == nil) game.hangup(); } fPLAYERS => for (i := 0; i < len cmd; i++) if (cmd[i] == '\n') break; applyupdate(playersf, ref Update.Chat(client.id, cmd[0:i])); * => err = "invalid command" + string qid.path; } return err; } gameproc(game: ref Game) { wfd := sys->open("/prog/" + string sys->pctl(0, nil) + "/wait", Sys->OREAD); spawn gameproc1(game); buf := array[Sys->ATOMICIO] of byte; n := sys->read(wfd, buf, len buf); sys->print("gamesrv: game '%s' exited: %s\n", game.name, string buf[0:n]); game.request = nil; game.reply <-= "game exited"; } gameproc1(game: ref Game) { for (;;) { rq := <-game.request; if (rq == nil) break; reply := ""; pick r := rq { Init => reply = game.mod->init(game, myself); Join => reply = game.mod->join(r.player); Command => reply = game.mod->command(r.player, r.cmd); Leave => game.mod->leave(r.player); } game.reply <-= reply; } sys->print("gamesrv: game '%s' exiting\n", game.name); } inactivegamecmd(client: ref Client, g: ref Game, ofid: ref Openfid, cmd: string): string { (n, toks) := sys->tokenize(cmd, " \n"); if (n != 2 || hd toks != "create") return "bad command usage"; title := hd tl toks; # protect against dastardly deeds. for (i := 0; i < len title; i++) if (title[i] == '/') return "dastard"; path := ENGINES + "/" + title + ".dis"; if ((g.mod = load Gamemodule path) == nil) { sys->fprint(stderr, "gamesrv: cannot load game '%s': %r\n", path); return "cannot load game module"; } g.objects = array[] of {ref Object(0, Attributes.new(), ~0, -1, nil, g.id, nil)}; g.name = title; g.request <-= ref Rq.Init(); err := <-g.reply; if (err != nil || (err = newplayer(g, ofid)) != nil) { g.mod = nil; g.objects = nil; return err; } return nil; } makespace(objects: array of ref Object, freelist: list of int): (array of ref Object, list of int) { if (freelist == nil) { na := array[len objects + 10] of ref Object; na[0:] = objects; for (j := len na - 1; j >= len objects; j--) freelist = j :: freelist; objects = na; } return (objects, freelist); } # as a special case, if parent is nil, we use the root object. Game.newobject(game: self ref Game, parent: ref Object, visibility: int, objtype: string): ref Object { if (game.freelist == nil) (game.objects, game.freelist) = makespace(game.objects, game.freelist); id := hd game.freelist; game.freelist = tl game.freelist; if (parent == nil) parent = game.objects[0]; obj := ref Object(id, Attributes.new(), visibility, parent.id, nil, game.id, objtype); n := len parent.children; newchildren := array[n + 1] of ref Object; newchildren[0:] = parent.children; newchildren[n] = obj; parent.children = newchildren; game.objects[id] = obj; applygameupdate(game, ref Update.Create(id, parent.id, visibility, objtype), ~0); if (Debug) sys->print("new %d, parent %d, visibility %s\n", obj.id, parent.id, players2s(game, visibility)); return obj; } Game.action(game: self ref Game, cmd: string, objs: list of int, rest: string, whoto: int) { applygameupdate(game, ref Update.Action(cmd, objs, rest), whoto); } Game.player(game: self ref Game, id: int): ref Player { for (ol := files[game.fileid].ofids; ol != nil; ol = tl ol) if ((hd ol).player != nil && (hd ol).player.id == id) return (hd ol).player; return nil; } #Game.save(game: self ref Game, fd: ref Sys->FD) #{ # iob := bufio->fopen(fd, Sys->OWRITE); # iob.puts(str->quoted("game" :: Player.ext(player: self ref Player, id: int): int { obj2ext := player.obj2ext; if (id >= len obj2ext || id < 0) return -1; return obj2ext[id]; } Player.obj(player: self ref Player, ext: int): ref Object { if (ext < 0 || ext >= len player.ext2obj) return nil; return player.ext2obj[ext]; } # allocate an object in a player's map. playeraddobject(p: ref Player, o: ref Object) { if (p.freelist == nil) (p.ext2obj, p.freelist) = makespace(p.ext2obj, p.freelist); ext := hd p.freelist; p.freelist = tl p.freelist; if (o.id >= len p.obj2ext) { oldmap := p.obj2ext; newmap := array[o.id + 10] of int; newmap[0:] = oldmap; for (i := len oldmap; i < len newmap; i++) newmap[i] = -1; p.obj2ext = newmap; } p.obj2ext[o.id] = ext; p.ext2obj[ext] = o; if (Debug) sys->print("addobject player %d, internal %d, external %d\n", p.id, o.id, ext); } # delete an object from a player's map. playerdelobject(player: ref Player, id: int) { if (id >= len player.obj2ext) { sys->fprint(stderr, "gamesrv: bad delobject (player %d, id %d, len obj2ext %d)\n", player.id, id, len player.obj2ext); return; } ext := player.obj2ext[id]; player.ext2obj[ext] = nil; player.obj2ext[id] = -1; player.freelist = ext :: player.freelist; if (Debug) sys->print("delobject player %d, internal %d, external %d\n", player.id, id, ext); } playerleaves(player: ref Player) { sys->print("player %d leaving game %d\n", player.id, player.gameid); game := games[player.gameid]; game.request <-= ref Rq.Leave(player); <-game.reply; if (game.request == nil) { sys->print("player leaving\n"); game.hangup(); } else { game.playerids &= ~(1 << player.id); upd := ref Update.Leavegame(player.gameid, player.id, player.name()); applyupdate(playersf, upd); applygameupdate(game, upd, ~0); } } Player.name(player: self ref Player): string { return clients[player.clientid].name; } Player.hangup(player: self ref Player) { files[games[player.gameid].fileid].hangup(clients[player.clientid]); } Object.delete(o: self ref Object) { game := games[o.gameid]; if (o.parentid != -1) { parent := game.objects[o.parentid]; siblings := parent.children; for (i := 0; i < len siblings; i++) if (siblings[i] == o) break; if (i == len siblings) panic("object " + string o.id + " not found in parent"); parent.deletechildren((i, i+1)); } else sys->fprint(stderr, "gamesrv: cannot delete root object\n"); o.id = -1; } Object.deletechildren(parent: self ref Object, r: Range) { if (len parent.children == 0) return; game := games[parent.gameid]; n := r.end - r.start; objs := array[r.end - r.start] of int; children := parent.children; for (i := r.start; i < r.end; i++) { o := children[i]; objs[i - r.start] = o.id; o.deletechildren((0, len o.children)); game.objects[o.id] = nil; game.freelist = o.id :: game.freelist; o.id = -1; } children[r.start:] = children[r.end:]; for (i = len children - n; i < len children; i++) children[i] = nil; if (n < len children) parent.children = children[0:len children - n]; else parent.children = nil; if (Debug) { sys->print("+del from %d, range [%d %d], objs: ", parent.id, r.start, r.end); for (i = 0; i < len objs; i++) sys->print("%d ", objs[i]); sys->print("\n"); } applygameupdate(game, ref Update.Delete(parent.id, r, objs), ~0); } # move a range of objects from src and insert them at index in dst. Object.transfer(src: self ref Object, r: Range, dst: ref Object, index: int) { if (index == -1) index = len dst.children; if (src == dst && index >= r.start && index <= r.end) return; n := r.end - r.start; objs := src.children[r.start:r.end]; newchildren := array[len src.children - n] of ref Object; newchildren[0:] = src.children[0:r.start]; newchildren[r.start:] = src.children[r.end:]; src.children = newchildren; if (Debug) { sys->print("+transfer from %d[%d,%d] to %d[%d], objs: ", src.id, r.start, r.end, dst.id, index); for (x := 0; x < len objs; x++) sys->print("%d ", objs[x].id); sys->print("\n"); } nindex := index; # if we've just removed some cards from the destination, # then adjust the destination index accordingly. if (src == dst && nindex > r.start) { if (nindex < r.end) nindex = r.start; else nindex -= n; } newchildren = array[len dst.children + n] of ref Object; newchildren[0:] = dst.children[0:index]; newchildren[nindex + n:] = dst.children[nindex:]; newchildren[nindex:] = objs; dst.children = newchildren; for (i := 0; i < len objs; i++) objs[i].parentid = dst.id; game := games[src.gameid]; applygameupdate(game, ref Update.Transfer(src.id, r, dst.id, index), ~0); } # visibility is only set when the attribute is newly created. Object.setattr(o: self ref Object, name, val: string, visibility: int) { (changed, attr) := o.attrs.set(name, val, visibility); if (changed) { attr.needupdate = ~0; applygameupdate(games[o.gameid], ref Update.Set(o, o.id, attr), objvisibility(o)); } } Object.getattr(o: self ref Object, name: string): string { attr := o.attrs.get(name); if (attr == nil) return nil; return attr.val; } # set visibility of an object - reveal any uncovered descendents # if necessary. Object.setvisibility(o: self ref Object, visibility: int) { if (o.visibility == visibility) return; o.visibility = visibility; applygameupdate(games[o.gameid], ref Update.Setvisibility(o.id, visibility), objvisibility(o)); } Object.setattrvisibility(o: self ref Object, name: string, visibility: int) { attr := o.attrs.get(name); if (attr == nil) { sys->fprint(stderr, "gamesrv: setattrvisibility, no attribute '%s', id %d\n", name, o.id); return; } if (attr.visibility == visibility) return; # send updates to anyone that has needs updating, # is in the new visibility list, but not in the old one. ovisibility := objvisibility(o); before := ovisibility & attr.visibility; after := ovisibility & visibility; attr.visibility = visibility; applygameupdate(games[o.gameid], ref Update.Set(o, o.id, attr), ~before & after); } # convert an Update adt to a string. update2s(upd: ref Update): string { s: string; pick u := upd { Create => objtype := u.objtype; if (objtype == nil) objtype = "nil"; s = sys->sprint("create %d %d %d %s\n", u.objid, u.parentid, u.visibility, objtype); Transfer => # tx src dst dstindex start end if (u.srcid == -1 || u.dstid == -1) panic("oh dear"); s = sys->sprint("tx %d %d %d %d %d\n", u.srcid, u.dstid, u.from.start, u.from.end, u.index); Delete => s = sys->sprint("del %d %d %d", u.parentid, u.r.start, u.r.end); for (i := 0; i < len u.objs; i++) s += " " + string u.objs[i]; s[len s] = '\n'; Set => s = sys->sprint("set %d %s %s\n", u.objid, u.attr.name, u.attr.val); Setvisibility => s = sys->sprint("vis %d %d\n", u.objid, u.visibility); Action => s = u.s + "\n"; Playerid => s = sys->sprint("playerid %d %d %s\n", u.clientid, u.playerid, u.name); Clientid => s = sys->sprint("clientid %d %s\n", u.clientid, u.name); Join => s = sys->sprint("join %d %s\n", u.clientid, u.name); Leave => s = sys->sprint("leave %d\n", u.clientid); Joingame => s = sys->sprint("joingame %d %d %d %s\n", u.gameid, u.clientid, u.playerid, u.name); Leavegame => s = sys->sprint("leavegame %d %d %s\n", u.gameid, u.playerid, u.name); Creategame => s = sys->sprint("creategame %d %s %s\n", u.gameid, u.name, u.clienttype); Deletegame => s = sys->sprint("delgame %d\n", u.gameid); Chat => s = sys->sprint("chat %d %s\n", u.clientid, u.msg); Gametype => s = sys->sprint("gametype %s %s\n", u.clienttype, u.modname); * => sys->fprint(stderr, "unknown update tag %d\n", tagof(upd)); } return s; } Queue.put(q: self ref Queue, s: T) { q.t = s :: q.t; } Queue.get(q: self ref Queue): T { s: T; if(q.h == nil){ q.h = revlist(q.t); q.t = nil; } if(q.h != nil){ s = hd q.h; q.h = tl q.h; } return s; } Queue.peek(q: self ref Queue): T { s: T; if (q.isempty()) return s; s = q.get(); q.h = s :: q.h; return s; } Queue.isempty(q: self ref Queue): int { return q.h == nil && q.t == nil; } revlist(ls: list of T) : list of T { rs: list of T; for (; ls != nil; ls = tl ls) rs = hd ls :: rs; return rs; } Attributes.new(): ref Attributes { return ref Attributes(array[7] of list of ref Attribute); } Attributes.get(attrs: self ref Attributes, name: string): ref Attribute { for (al := attrs.a[strhash(name, len attrs.a)]; al != nil; al = tl al) if ((hd al).name == name) return hd al; return nil; } # return (haschanged, attr) Attributes.set(attrs: self ref Attributes, name, val: string, visibility: int): (int, ref Attribute) { h := strhash(name, len attrs.a); for (al := attrs.a[h]; al != nil; al = tl al) { attr := hd al; if (attr.name == name) { if (attr.val == val) return (0, attr); attr.val = val; return (1, attr); } } attr := ref Attribute(name, val, visibility, ~0); attrs.a[h] = attr :: attrs.a[h]; return (1, attr); } initengines() { readdir := load Readdir Readdir->PATH; if (readdir == nil) { sys->fprint(stderr, "gamesrv: cannot load %s: %r\n", Readdir->PATH); return; } (d, n) := readdir->init(ENGINES, Readdir->NAME|Readdir->COMPACT); for (i := 0; i < len d; i++) { mod := d[i].name; if (len mod < 5 || mod[len mod - 4:] != ".dis") continue; m := load Gamemodule ENGINES + "/" + mod; if (m == nil) { sys->fprint(stderr, "gamesrv: cannot load engine %s: %r\n", mod); continue; } engines = (m->clienttype(), mod[0:len mod - 4]) :: engines; m = nil; } sys->print("found %d game engines\n", len engines); } # non-blocking reply to read request, in case client has gone away. readreply(reply: Sys->Rread, data: array of byte, err: string) { alt { reply <-= (data, err) =>; * =>; } } # non-blocking reply to write request, in case client has gone away. writereply(reply: Sys->Rwrite, count: int, err: string) { alt { reply <-= (count, err) =>; * =>; } } # from Aho Hopcroft Ullman strhash(s: string, n: int): int { h := 0; m := len s; for(i := 0; ifprint(stderr, "panic: %s\n", s); sys->raise("panic"); } randbits: chan of int; initrand() { randbits = chan of int; spawn randproc(); } randproc() { fd := sys->open("/dev/notquiterandom", Sys->OREAD); if (fd == nil) { sys->print("cannot open /dev/random: %r\n"); exit; } randbits <-= sys->pctl(0, nil); buf := array[1] of byte; while ((n := sys->read(fd, buf, len buf)) > 0) { b := buf[0]; for (i := byte 1; i != byte 0; i <<= 1) randbits <-= (b & i) != byte 0; } } rand(n: int): int { x: int; for (nbits := 0; (1 << nbits) < n; nbits++) x ^= <-randbits << nbits; x ^= <-randbits << nbits; x &= (1 << nbits) - 1; i := 0; while (x >= n) { x ^= <-randbits << i; i = (i + 1) % nbits; } return x; } players2s(game: ref Game, players: int): string { all := (1 << MAXPLAYERS) - 1; if ((players & all) == all) return "[all]"; if ((players & all) == 0) return "[none]"; s := "["; comma := ""; for ((p, i) := (0, 1); i != 512; (p, i) = (p+1, i<<1)) { if (players & i) { s += comma + string p; comma = ","; } } s[len s] = ']'; return s; } Game.show(game: self ref Game, p: ref Player) { sys->print("**************** all objects:\n"); showobject(game, game.objects[0], p, 0, ~0); if (p == nil) { f := files[game.fileid]; for (ol := f.ofids; ol != nil; ol = tl ol) { p := (hd ol).player; sys->print("player %d: ext->obj ", p.id); for (j := 0; j < len p.ext2obj; j++) if (p.ext2obj[j] != nil) sys->print("%d->%d[%d] ", j, p.ext2obj[j].id, p.ext(p.ext2obj[j].id)); sys->print("\n"); } } } spc(n: int): string { if (n == 0) return nil; return sys->sprint("%*s", n, ""); } check(o: ref Object) { n := 0; if (o.parentid != -1) { parent := games[0].objects[o.parentid]; for (i := 0; i < len parent.children; i++) if (o == parent.children[i]) n++; if (n != 1) panic("integrity violation"); } for (i := 0; i < len o.children; i++) check(o.children[i]); } showobject(game: ref Game, o: ref Object, p: ref Player, depth: int, visibility: int) { ext := o.id; pmask := ~0; if (p != nil) { ext = p.ext(o.id); pmask = 1 << p.id; } if (o.parentid != -1) { parent := game.objects[o.parentid]; n := 0; for (i := 0; i < len parent.children; i++) if (o == parent.children[i]) n++; if (n != 1) sys->print("%s%d. ******** integrity violation, %d parent mentions\n", spc(depth*2), o.id, n); } if (ext != -1) { sys->print("%s%d. [%d] %d children; %s %#ux\n", spc(depth*2), ext, o.id, len o.children, players2s(game, o.visibility), o); for (j := 0; j < len o.attrs.a; j++) for (al := o.attrs.a[j]; al != nil; al = tl al) { attr := hd al; if (p == nil || (visibility & attr.visibility & pmask)) { sys->print("%s%s=%s %s\n", spc((depth+1)*2), attr.name, attr.val, players2s(game, attr.visibility)); } else sys->print("%s*%s=%s %s\n", spc((depth+1)*2), attr.name, attr.val, players2s(game, attr.visibility)); } } else sys->print("%sno %d\n", spc(depth*2), o.id); for (i := 0; i < len o.children; i++) showobject(game, o.children[i], p, depth + 1, o.visibility & visibility); } procname(s: string) { # sys->procname(sys->procname(nil) + " " + s); }