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/cvs/deliantra/server/ext/00_map_handling.ext
Revision: 1.10
Committed: Sun Dec 31 18:10:40 2006 UTC (17 years, 4 months ago) by root
Branch: MAIN
Changes since 1.9: +16 -8 lines
Log Message:
- style maps need very special treatment
- cf has a nonzero chance of crashing in a random map

File Contents

# Content
1 #! perl
2
3 # why this is an extension is a good question. next question.
4
5 use Digest::MD5;
6 use Fcntl;
7
8 use Coro;
9 use Coro::AIO;
10
11 our $emergency_position = $cf::CFG{emergency_position} || ["/world/world_105_115", 5, 37];
12
13 our $DEACTIVATE_TIMEOUT = 60; # number of seconds after which maps get deactivated to save cpu
14 our $SWAP_TIMEOUT = 600; # number of seconds after which maps inactive get swapped out
15 our $SCHEDULE_INTERVAL = 8; # time the map scheduler sleeps between runs
16 our $SAVE_TIMEOUT = 60; # save maps every n seconds
17 our $SAVE_INTERVAL = 0.4; # save at max. one map every $SAVE_HOLD
18 our $MAX_RESET = 7200;
19
20 our $RANDOM_MAPS = cf::localdir . "/random";
21 mkdir $RANDOM_MAPS;
22
23 $DEACTIVATE_TIMEOUT = 3;#d#
24 $SWAP_TIMEOUT = 5;#d#
25 $SCHEDULE_INTERVAL = 1;
26
27 $cf::LINK_MAP ||= do {
28 my $map = cf::map::new;
29
30 $map->width (41);
31 $map->height (41);
32 $map->alloc;
33 $map->path ("{link}");
34 $map->{path} = bless { path => "{link}" }, "cf::path";
35 $map->in_memory (cf::MAP_IN_MEMORY);
36
37 $map
38 };
39
40 {
41 package cf::path;
42
43 sub new {
44 my ($class, $path, $base) = @_;
45
46 my $self = bless { }, $class;
47
48 if ($path =~ s{^\?random/}{}) {
49 $self->{random} = cf::from_json $path;
50 } else {
51 if ($path =~ s{^~([^/]+)?}{}) {
52 $self->{user_rel} = 1;
53
54 if (defined $1) {
55 $self->{user} = $1;
56 } elsif ($base =~ m{^~([^/]+)/}) {
57 $self->{user} = $1;
58 } else {
59 warn "cannot resolve user-relative path without user <$path,$base>\n";
60 }
61 } elsif ($path =~ /^\//) {
62 # already absolute
63 } else {
64 $base =~ s{[^/]+/?$}{};
65 return $class->new ("$base/$path");
66 }
67
68 for ($path) {
69 redo if s{/\.?/}{/};
70 redo if s{/[^/]+/\.\./}{/};
71 }
72 }
73
74 $self->{path} = $path;
75
76 $self
77 }
78
79 # the name / primary key / in-game path
80 sub as_string {
81 my ($self) = @_;
82
83 $self->{user_rel} ? "~$self->{user}$self->{path}"
84 : $self->{random} ? "?random/$self->{path}"
85 : $self->{path}
86 }
87
88 # the displayed name, this is a one way mapping
89 sub visible_name {
90 my ($self) = @_;
91
92 $self->{random} ? "?random/$self->{random}{origin_map}+$self->{random}{origin_x}+$self->{random}{origin_y}/$self->{random}{dungeon_level}"
93 : $self->as_string
94 }
95
96 # escape the /'s in the path
97 sub _escaped_path {
98 # ∕ is U+2215
99 (my $path = $_[0]{path}) =~ s/\//∕/g;
100 $path
101 }
102
103 # the original (read-only) location
104 sub load_path {
105 my ($self) = @_;
106
107 sprintf "%s/%s/%s", cf::datadir, cf::mapdir, $self->{path}
108 }
109
110 # the temporary/swap location
111 sub save_path {
112 my ($self) = @_;
113
114 $self->{user_rel} ? sprintf "%s/%s/%s/%s", cf::localdir, cf::playerdir, $self->{user}, $self->_escaped_path
115 : $self->{random} ? sprintf "%s/%s", $RANDOM_MAPS, Digest::MD5::md5_hex $self->{path}
116 : sprintf "%s/%s/%s", cf::localdir, cf::tmpdir, $self->_escaped_path
117 }
118
119 # the unique path, might be eq to save_path
120 sub uniq_path {
121 my ($self) = @_;
122
123 $self->{user_rel} || $self->{random}
124 ? undef
125 : sprintf "%s/%s/%s", cf::localdir, cf::uniquedir, $self->_escaped_path
126 }
127
128 # return random map parameters, or undef
129 sub random_map_params {
130 my ($self) = @_;
131
132 $self->{random}
133 }
134
135 # this is somewhat ugly, but style maps do need special treatment
136 sub is_style_map {
137 $_[0]{path} =~ m{^/styles/}
138 }
139 }
140
141 sub write_runtime {
142 my $runtime = cf::localdir . "/runtime";
143
144 my $fh = aio_open "$runtime~", O_WRONLY | O_CREAT, 0644
145 or return;
146
147 my $value = $cf::RUNTIME;
148 (aio_write $fh, 0, (length $value), $value, 0) <= 0
149 and return;
150
151 aio_fsync $fh
152 and return;
153
154 close $fh
155 or return;
156
157 aio_rename "$runtime~", $runtime
158 and return;
159
160 1
161 }
162
163 (Coro::async {
164 unless (write_runtime) {
165 warn "unable to write runtime file: $!";
166 exit 1;
167 }
168 })->prio (Coro::PRIO_MAX);
169
170 our $SCHEDULER = cf::coro {
171 Coro::Timer::sleep 3600;#d#TODO#for debugging only
172 while () {
173 Coro::Timer::sleep $SCHEDULE_INTERVAL;
174
175 write_runtime
176 or warn "unable to write runtime file: $!";
177
178 for my $map (values %cf::MAP) {
179 eval {
180 next if $map->in_memory != cf::MAP_IN_MEMORY;
181 next if $map->players;
182 my $last_access = $map->last_access;
183 # not yet, because maps might become visible to players nearby
184 # we need a tiled meta map for this to work
185 # if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) {
186 # $map->deactivate;
187 # delete $map->{active};
188 # }
189 if ($map->should_reset) {
190 $map->reset;
191 } elsif ($last_access + $SWAP_TIMEOUT <= $cf::RUNTIME) {
192 $map->swap_out;
193 Coro::Timer::sleep $SAVE_INTERVAL;
194 } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) {
195 $map->save;
196 Coro::Timer::sleep $SAVE_INTERVAL;
197 }
198 };
199 warn $@ if $@;
200 cede;
201 }
202 }
203 };
204 $SCHEDULER->prio (-2);
205
206 sub generate_random_map {
207 my ($path, $rmp) = @_;
208
209 # mit "rum" bekleckert, nicht
210 cf::map::_create_random_map
211 $path,
212 $rmp->{wallstyle}, $rmp->{wall_name}, $rmp->{floorstyle}, $rmp->{monsterstyle},
213 $rmp->{treasurestyle}, $rmp->{layoutstyle}, $rmp->{doorstyle}, $rmp->{decorstyle},
214 $rmp->{origin_map}, $rmp->{final_map}, $rmp->{exitstyle}, $rmp->{this_map},
215 $rmp->{exit_on_final_map},
216 $rmp->{xsize}, $rmp->{ysize},
217 $rmp->{expand2x}, $rmp->{layoutoptions1}, $rmp->{layoutoptions2}, $rmp->{layoutoptions3},
218 $rmp->{symmetry}, $rmp->{difficulty}, $rmp->{difficulty_given}, $rmp->{difficulty_increase},
219 $rmp->{dungeon_level}, $rmp->{dungeon_depth}, $rmp->{decoroptions}, $rmp->{orientation},
220 $rmp->{origin_y}, $rmp->{origin_x}, $rmp->{random_seed}, $rmp->{total_map_hp},
221 $rmp->{map_layout_style}, $rmp->{treasureoptions}, $rmp->{symmetry_used},
222 $rmp->{region}
223 }
224
225 sub parse_random_map_params {
226 my ($spec) = @_;
227
228 my $rmp = { # defaults
229 xsize => 10,
230 ysize => 10,
231 };
232
233 for (split /\n/, $spec) {
234 my ($k, $v) = split /\s+/, $_, 2;
235
236 $rmp->{lc $k} = $v if (length $k) && (length $v);
237 }
238
239 $rmp
240 }
241
242 sub prepare_random_map {
243 my ($exit) = @_;
244
245 # all this does is basically rpelace the /! path by
246 # a new random map path (?random/...) with a seed
247 # that depends on the exit object
248
249 my $rmp = parse_random_map_params $exit->msg;
250
251 if ($exit->map) {
252 $rmp->{region} = $exit->map->region ? $exit->map->region->name : undef;
253 $rmp->{origin_map} = $exit->map->path;
254 $rmp->{origin_x} = $exit->x;
255 $rmp->{origin_y} = $exit->y;
256 }
257
258 $rmp->{random_seed} = $exit->random_seed;
259
260 $exit->slaying ("?random/" . cf::to_json $rmp);
261 $exit->msg (undef);
262 }
263
264 # and all this just because we cannot iterate over
265 # all maps in C++...
266 sub cf::map::change_all_map_light {
267 my ($change) = @_;
268
269 $_->change_map_light ($change) for values %cf::MAP;
270 }
271
272 sub try_load_header($) {
273 my ($path) = @_;
274
275 utf8::encode $path;
276 aio_open $path, O_RDONLY, 0
277 or return;
278
279 my $map = cf::map::new
280 or return;
281
282 $map->load_header ($path)
283 or return;
284
285 $map->reset_time (0) if $map->reset_time > $cf::RUNTIME;
286 $map->reset_timeout (10);#d#
287
288 $map->{load_path} = $path;
289
290 $map
291 }
292
293 sub cf::map::find_map {
294 my ($path, $origin) = @_;
295
296 warn "find_map<$path,$origin>\n";#d#
297
298 $path = ref $path ? $path : new cf::path $path, $origin && $origin->path;
299 my $key = $path->as_string;
300
301 $cf::MAP{$key} || do {
302 # do it the slow way
303 my $map = try_load_header $path->save_path;
304
305 if (!$map) {
306 if (my $rmp = $path->random_map_params) {
307 $map = generate_random_map $key, $rmp;
308 } else {
309 $map = try_load_header $path->load_path;
310 }
311
312 $map or return;
313
314 $map->{reset_time} = $cf::RUNTIME + $map->reset_timeout;
315 $map->instantiate;
316
317 # per-player maps become, after loading, normal maps
318 $map->per_player (0) if $path->{user_rel};
319 }
320
321 $map->path ($key);
322 $map->{path} = $path;
323
324 $map->reset if $map->should_reset;
325
326 $cf::MAP{$key} = $map
327 }
328 }
329
330 sub cf::map::load {
331 my ($self) = @_;
332
333 return if $self->in_memory != cf::MAP_SWAPPED;
334
335 $self->in_memory (cf::MAP_LOADING);
336
337 my $path = $self->{path};
338
339 $self->alloc;
340 $self->load_objects ($self->{load_path}, 1)
341 or return;
342
343 if (my $uniq = $path->uniq_path) {
344 utf8::encode $uniq;
345 if (aio_open $uniq, O_RDONLY, 0) {
346 $self->clear_unique_items;
347 $self->load_objects ($uniq, 0);
348 }
349 }
350
351 # now do the right thing for maps
352 $self->link_multipart_objects;
353
354 unless ($self->{path}->is_style_map) {
355 $self->fix_auto_apply;
356 $self->decay_objects;
357 $self->update_buttons;
358 $self->set_darkness_map;
359 $self->difficulty ($self->estimate_difficulty)
360 unless $self->difficulty;
361 $self->activate;
362 }
363
364 $self->in_memory (cf::MAP_IN_MEMORY);
365 }
366
367 sub cf::map::load_map_sync {
368 my ($path, $origin) = @_;
369
370 warn "load_map_sync<$path, $origin>\n";#d#
371
372 cf::abort if $path =~ /CVS/;#d#
373
374 cf::sync_job {
375 my $map = cf::map::find_map $path, $origin
376 or return;
377 $map->load;
378 $map
379 }
380 }
381
382 sub cf::map::save {
383 my ($self) = @_;
384
385 my $save = $self->{path}->save_path; utf8::encode $save;
386 my $uniq = $self->{path}->uniq_path; utf8::encode $uniq;
387
388 $self->{last_save} = $cf::RUNTIME;
389
390 return unless $self->dirty;
391
392 $self->{load_path} = $save;
393
394 return if $self->{path}->is_style_map;
395
396 warn "saving map ", $self->path;
397
398 if ($uniq) {
399 $self->save_objects ($save, cf::IO_HEADER | cf::IO_OBJECTS);
400 $self->save_objects ($uniq, cf::IO_UNIQUES);
401 } else {
402 $self->save_objects ($save, cf::IO_HEADER | cf::IO_OBJECTS | cf::IO_UNIQUES);
403 }
404 }
405
406 sub cf::map::swap_out {
407 my ($self) = @_;
408
409 return if $self->players;
410 return if $self->in_memory != cf::MAP_IN_MEMORY;
411
412 $self->save;
413 $self->clear;
414 $self->in_memory (cf::MAP_SWAPPED);
415 }
416
417 sub cf::map::should_reset {
418 my ($map) = @_;
419
420 return;#d#
421 # TODO: safety, remove and allow resettable per-player maps
422 return if $map->{path}{user_rel};#d#
423 return unless $map->reset_timeout;
424
425 my $time = $map->fixed_resettime ? $map->{reset_time} : $map->last_access;
426
427 $time + $map->reset_timeout < $cf::RUNTIME
428 }
429
430 sub cf::map::reset {
431 my ($self) = @_;
432
433 return if $self->players;
434 return if $self->{path}{user_rel};#d#
435
436 warn "resetting map ", $self->path;#d#
437 return;#d#
438
439 utf8::encode (my $save = $self->{path}->save_path);
440 aioreq_pri 3; IO::AIO::aio_unlink $save;
441 aioreq_pri 3; IO::AIO::aio_unlink "$save.pst";
442
443 $self->clear;
444 $self->in_memory (cf::MAP_SWAPPED);
445 utf8::encode ($self->{load_path} = $self->{path}->load_path);
446 }
447
448 sub cf::object::player::enter_exit {
449 my ($ob, $exit) = @_;
450
451 return unless $ob->type == cf::PLAYER;
452
453 my ($oldmap, $oldx, $oldy) = ($ob->map, $ob->x, $ob->y);
454
455 $ob->enter_map ($LINK_MAP, 20, 20);
456 $ob->deactivate_recursive;
457
458 (Coro::async {
459 my ($map, $x, $y);
460 unless (eval {
461
462 prepare_random_map $exit
463 if $exit->slaying eq "/!";
464
465 my $path = new cf::path $exit->slaying, $exit->map && $exit->map->path;
466
467 $map = cf::map::find_map $path->as_string;
468 $map = $map->customise_for ($ob) if $map;
469 ($x, $y) = ($exit->stats->hp, $exit->stats->sp);
470
471 unless ($map) {
472 $ob->message ("The exit is closed", cf::NDI_UNIQUE | cf::NDI_RED);
473
474 # restore original map position
475 ($map, $x, $y) = ($oldmap, $oldx, $oldy);
476
477 unless ($map) {
478 $map = cf::map::find_map $emergency_position->[0]
479 or die "FATAL: cannot load emergency map\n";
480 $x = $emergency_position->[1];
481 $y = $emergency_position->[2];
482 }
483 }
484
485 # use -1, -1 as default coordinates, not 0, 0
486 ($x, $y) = ($map->enter_x, $map->enter_y)
487 if $x <=0 && $y <= 0;
488
489 warn "entering ", $map->path, " at ($x, $y)\n";#d#
490 $map->load;
491 1;
492 }) {
493 ($map, $x, $y) = ($oldmap, $oldx, $oldy);
494
495 $ob->message ("Something went wrong within the server. "
496 . "I'll try to bring you back to the map you were before. "
497 . "Please report this to the dungeon master",
498 cf::NDI_UNIQUE | cf::NDI_RED);
499
500 warn "ERROR in enter_exit: $@";
501 }
502 $ob->activate_recursive;
503 $ob->enter_map ($map, $x, $y);
504 })->prio (1);
505 }
506
507 sub cf::map::customise_for {
508 my ($map, $ob) = @_;
509
510 if ($map->per_player) {
511 return cf::map::find_map "~" . $ob->name . "/" . $map->{path}{path};
512 }
513
514 $map
515 }
516
517 sub cf::map::emergency_save {
518 local $cf::FREEZE = 1;
519
520 warn "enter emergency map save\n";
521
522 cf::sync_job {
523 warn "begin emergency map save\n";
524 $_->save for values %cf::MAP;
525 };
526
527 warn "end emergency map save\n";
528 }
529