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/cvs/deliantra/server/ext/00_map_handling.ext
Revision: 1.13
Committed: Sun Dec 31 22:36:17 2006 UTC (17 years, 5 months ago) by root
Branch: MAIN
Changes since 1.12: +3 -5 lines
Log Message:
minor adjustments/fixes

File Contents

# Content
1 #! perl
2
3 # why this is an extension is a good question. next question.
4
5 use Fcntl;
6
7 use Coro;
8 use Coro::AIO;
9
10 our $emergency_position = $cf::CFG{emergency_position} || ["/world/world_105_115", 5, 37];
11
12 our $DEACTIVATE_TIMEOUT = 60; # number of seconds after which maps get deactivated to save cpu
13 our $SWAP_TIMEOUT = 600; # number of seconds after which maps inactive get swapped out
14 our $SCHEDULE_INTERVAL = 8; # time the map scheduler sleeps between runs
15 our $SAVE_TIMEOUT = 60; # save maps every n seconds
16 our $SAVE_INTERVAL = 0.4; # save at max. one map every $SAVE_HOLD
17 our $MAX_RESET = 7200;
18
19 $DEACTIVATE_TIMEOUT = 3;#d#
20 $SWAP_TIMEOUT = 5;#d#
21 $SCHEDULE_INTERVAL = 1;
22
23 our $SCHEDULER = cf::coro {
24 Coro::Timer::sleep 3600;#d#TODO#for debugging only
25 while () {
26 Coro::Timer::sleep $SCHEDULE_INTERVAL;
27
28 for my $map (values %cf::MAP) {
29 eval {
30 next if $map->in_memory != cf::MAP_IN_MEMORY;
31 next if $map->players;
32 my $last_access = $map->last_access;
33 # not yet, because maps might become visible to players nearby
34 # we need a tiled meta map for this to work
35 # if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) {
36 # $map->deactivate;
37 # delete $map->{active};
38 # }
39 if ($map->should_reset) {
40 $map->reset;
41 } elsif ($last_access + $SWAP_TIMEOUT <= $cf::RUNTIME) {
42 $map->swap_out;
43 Coro::Timer::sleep $SAVE_INTERVAL;
44 } elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) {
45 $map->save;
46 Coro::Timer::sleep $SAVE_INTERVAL;
47 }
48 };
49 warn $@ if $@;
50 cede;
51 }
52 }
53 };
54 $SCHEDULER->prio (-2);
55
56 sub generate_random_map {
57 my ($path, $rmp) = @_;
58
59 # mit "rum" bekleckern, nicht
60 cf::map::_create_random_map
61 $path,
62 $rmp->{wallstyle}, $rmp->{wall_name}, $rmp->{floorstyle}, $rmp->{monsterstyle},
63 $rmp->{treasurestyle}, $rmp->{layoutstyle}, $rmp->{doorstyle}, $rmp->{decorstyle},
64 $rmp->{origin_map}, $rmp->{final_map}, $rmp->{exitstyle}, $rmp->{this_map},
65 $rmp->{exit_on_final_map},
66 $rmp->{xsize}, $rmp->{ysize},
67 $rmp->{expand2x}, $rmp->{layoutoptions1}, $rmp->{layoutoptions2}, $rmp->{layoutoptions3},
68 $rmp->{symmetry}, $rmp->{difficulty}, $rmp->{difficulty_given}, $rmp->{difficulty_increase},
69 $rmp->{dungeon_level}, $rmp->{dungeon_depth}, $rmp->{decoroptions}, $rmp->{orientation},
70 $rmp->{origin_y}, $rmp->{origin_x}, $rmp->{random_seed}, $rmp->{total_map_hp},
71 $rmp->{map_layout_style}, $rmp->{treasureoptions}, $rmp->{symmetry_used},
72 (cf::region::find $rmp->{region})
73 }
74
75 sub parse_random_map_params {
76 my ($spec) = @_;
77
78 my $rmp = { # defaults
79 xsize => 10,
80 ysize => 10,
81 };
82
83 for (split /\n/, $spec) {
84 my ($k, $v) = split /\s+/, $_, 2;
85
86 $rmp->{lc $k} = $v if (length $k) && (length $v);
87 }
88
89 $rmp
90 }
91
92 sub prepare_random_map {
93 my ($exit) = @_;
94
95 # all this does is basically replace the /! path by
96 # a new random map path (?random/...) with a seed
97 # that depends on the exit object
98
99 my $rmp = parse_random_map_params $exit->msg;
100
101 if ($exit->map) {
102 $rmp->{region} = $exit->map->region_name;
103 $rmp->{origin_map} = $exit->map->path;
104 $rmp->{origin_x} = $exit->x;
105 $rmp->{origin_y} = $exit->y;
106 }
107
108 $rmp->{random_seed} ||= $exit->random_seed;
109
110 my $data = cf::to_json $rmp;
111 my $md5 = Digest::MD5::md5_hex $data;
112
113 if (my $fh = aio_open "$cf::RANDOM_MAPS/$md5.meta", O_WRONLY | O_CREAT, 0666) {
114 aio_write $fh, 0, (length $data), $data, 0;
115
116 $exit->slaying ("?random/$md5");
117 $exit->msg (undef);
118 }
119 }
120
121 # and all this just because we cannot iterate over
122 # all maps in C++...
123 sub cf::map::change_all_map_light {
124 my ($change) = @_;
125
126 $_->change_map_light ($change) for values %cf::MAP;
127 }
128
129 sub try_load_header($) {
130 my ($path) = @_;
131
132 utf8::encode $path;
133 aio_open $path, O_RDONLY, 0
134 or return;
135
136 my $map = cf::map::new
137 or return;
138
139 $map->load_header ($path)
140 or return;
141
142 $map->reset_time (0) if $map->reset_time > $cf::RUNTIME;
143 $map->reset_timeout (10);#d#
144
145 $map->{load_path} = $path;
146
147 $map
148 }
149
150 sub cf::map::find_map {
151 my ($path, $origin) = @_;
152
153 #warn "find_map<$path,$origin>\n";#d#
154
155 $path = ref $path ? $path : new cf::path $path, $origin && $origin->path;
156 my $key = $path->as_string;
157
158 $cf::MAP{$key} || do {
159 # do it the slow way
160 my $map = try_load_header $path->save_path;
161
162 if (!$map) {
163 if (my $rmp = $path->random_map_params) {
164 $map = generate_random_map $key, $rmp;
165 } else {
166 $map = try_load_header $path->load_path;
167 }
168
169 $map or return;
170
171 $map->{reset_time} = $cf::RUNTIME + $map->reset_timeout;
172 $map->instantiate;
173
174 # per-player maps become, after loading, normal maps
175 $map->per_player (0) if $path->{user_rel};
176 }
177
178 $map->path ($key);
179 $map->{path} = $path;
180
181 $map->reset if $map->should_reset;
182
183 $cf::MAP{$key} = $map
184 }
185 }
186
187 sub cf::map::load {
188 my ($self) = @_;
189
190 return if $self->in_memory != cf::MAP_SWAPPED;
191
192 $self->in_memory (cf::MAP_LOADING);
193
194 my $path = $self->{path};
195
196 $self->alloc;
197 $self->load_objects ($self->{load_path}, 1)
198 or return;
199
200 if (my $uniq = $path->uniq_path) {
201 utf8::encode $uniq;
202 if (aio_open $uniq, O_RDONLY, 0) {
203 $self->clear_unique_items;
204 $self->load_objects ($uniq, 0);
205 }
206 }
207
208 # now do the right thing for maps
209 $self->link_multipart_objects;
210
211 unless ($self->{path}->is_style_map) {
212 $self->fix_auto_apply;
213 $self->decay_objects;
214 $self->update_buttons;
215 $self->set_darkness_map;
216 $self->difficulty ($self->estimate_difficulty)
217 unless $self->difficulty;
218 $self->activate;
219 }
220
221 $self->in_memory (cf::MAP_IN_MEMORY);
222 }
223
224 sub cf::map::load_map_sync {
225 my ($path, $origin) = @_;
226
227 #warn "load_map_sync<$path, $origin>\n";#d#
228
229 cf::sync_job {
230 my $map = cf::map::find_map $path, $origin
231 or return;
232 $map->load;
233 $map
234 }
235 }
236
237 sub cf::map::save {
238 my ($self) = @_;
239
240 my $save = $self->{path}->save_path; utf8::encode $save;
241 my $uniq = $self->{path}->uniq_path; utf8::encode $uniq;
242
243 $self->{last_save} = $cf::RUNTIME;
244
245 return unless $self->dirty;
246
247 $self->{load_path} = $save;
248
249 return if $self->{path}->is_style_map;
250
251 warn "saving map ", $self->path;
252
253 if ($uniq) {
254 $self->save_objects ($save, cf::IO_HEADER | cf::IO_OBJECTS);
255 $self->save_objects ($uniq, cf::IO_UNIQUES);
256 } else {
257 $self->save_objects ($save, cf::IO_HEADER | cf::IO_OBJECTS | cf::IO_UNIQUES);
258 }
259 }
260
261 sub cf::map::swap_out {
262 my ($self) = @_;
263
264 return if $self->players;
265 return if $self->in_memory != cf::MAP_IN_MEMORY;
266
267 $self->save;
268 $self->clear;
269 $self->in_memory (cf::MAP_SWAPPED);
270 }
271
272 sub cf::map::should_reset {
273 my ($map) = @_;
274
275 return;#d#
276 # TODO: safety, remove and allow resettable per-player maps
277 return if $map->{path}{user_rel};#d#
278 return unless $map->reset_timeout;
279
280 my $time = $map->fixed_resettime ? $map->{reset_time} : $map->last_access;
281
282 $time + $map->reset_timeout < $cf::RUNTIME
283 }
284
285 sub cf::map::reset {
286 my ($self) = @_;
287
288 return if $self->players;
289 return if $self->{path}{user_rel};#d#
290
291 warn "resetting map ", $self->path;#d#
292 return;#d#
293
294 utf8::encode (my $save = $self->{path}->save_path);
295 aioreq_pri 3; IO::AIO::aio_unlink $save;
296 aioreq_pri 3; IO::AIO::aio_unlink "$save.pst";
297
298 $self->clear;
299 $self->in_memory (cf::MAP_SWAPPED);
300 utf8::encode ($self->{load_path} = $self->{path}->load_path);
301 }
302
303 sub cf::object::player::enter_exit {
304 my ($ob, $exit) = @_;
305
306 return unless $ob->type == cf::PLAYER;
307
308 my ($oldmap, $oldx, $oldy) = ($ob->map, $ob->x, $ob->y);
309
310 $ob->enter_map ($LINK_MAP, 20, 20);
311 $ob->deactivate_recursive;
312
313 (Coro::async {
314 my ($map, $x, $y);
315 unless (eval {
316
317 prepare_random_map $exit
318 if $exit->slaying eq "/!";
319
320 my $path = new cf::path $exit->slaying, $exit->map && $exit->map->path;
321
322 $map = cf::map::find_map $path->as_string;
323 $map = $map->customise_for ($ob) if $map;
324 ($x, $y) = ($exit->stats->hp, $exit->stats->sp);
325
326 unless ($map) {
327 $ob->message ("The exit is closed", cf::NDI_UNIQUE | cf::NDI_RED);
328
329 # restore original map position
330 ($map, $x, $y) = ($oldmap, $oldx, $oldy);
331
332 unless ($map) {
333 $map = cf::map::find_map $emergency_position->[0]
334 or die "FATAL: cannot load emergency map\n";
335 $x = $emergency_position->[1];
336 $y = $emergency_position->[2];
337 }
338 }
339
340 # use -1, -1 as default coordinates, not 0, 0
341 ($x, $y) = ($map->enter_x, $map->enter_y)
342 if $x <=0 && $y <= 0;
343
344 warn "entering ", $map->path, " at ($x, $y)\n";#d#
345 $map->load;
346 1;
347 }) {
348 ($map, $x, $y) = ($oldmap, $oldx, $oldy);
349
350 $ob->message ("Something went wrong deep within the crossfire server. "
351 . "I'll try to bring you back to the map you were before. "
352 . "Please report this to the dungeon master",
353 cf::NDI_UNIQUE | cf::NDI_RED);
354
355 warn "ERROR in enter_exit: $@";
356 }
357 $ob->activate_recursive;
358 $ob->enter_map ($map, $x, $y);
359 })->prio (1);
360 }
361
362 sub cf::map::customise_for {
363 my ($map, $ob) = @_;
364
365 if ($map->per_player) {
366 return cf::map::find_map "~" . $ob->name . "/" . $map->{path}{path};
367 }
368
369 $map
370 }
371
372 sub cf::map::emergency_save {
373 local $cf::FREEZE = 1;
374
375 warn "enter emergency map save\n";
376
377 cf::sync_job {
378 warn "begin emergency map save\n";
379 $_->save for values %cf::MAP;
380 };
381
382 warn "end emergency map save\n";
383 }
384