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#! perl |
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|
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# why this is an extension is a good question. next question. |
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|
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use Fcntl; |
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|
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use Coro; |
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use Coro::AIO; |
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|
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our $emergency_position = $cf::CFG{emergency_position} || ["/world/world_105_115", 5, 37]; |
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|
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our $DEACTIVATE_TIMEOUT = 60; # number of seconds after which maps get deactivated to save cpu |
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our $SWAP_TIMEOUT = 600; # number of seconds after which maps inactive get swapped out |
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our $SCHEDULE_INTERVAL = 8; # time the map scheduler sleeps between runs |
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our $SAVE_TIMEOUT = 60; # save maps every n seconds |
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our $SAVE_INTERVAL = 0.4; # save at max. one map every $SAVE_HOLD |
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our $MAX_RESET = 7200; |
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|
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$DEACTIVATE_TIMEOUT = 3;#d# |
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$SWAP_TIMEOUT = 5;#d# |
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$SCHEDULE_INTERVAL = 1; |
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|
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$cf::LINK_MAP ||= do { |
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my $map = cf::map::new; |
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|
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$map->width (1); |
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$map->height (1); |
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$map->alloc; |
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$map->path ("{link}"); |
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$map->{path} = bless { path => "{link}" }, "cf::path"; |
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$map->in_memory (cf::MAP_IN_MEMORY); |
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|
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$map |
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}; |
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|
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{ |
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package cf::path; |
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|
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sub new { |
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my ($class, $path, $base) = @_; |
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|
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my %res; |
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|
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if ($path =~ s{^~([^/]+)?}{}) { |
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$res{user_rel} = 1; |
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|
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if (defined $1) { |
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$res{user} = $1; |
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} elsif ($base =~ m{^~([^/]+)/}) { |
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$res{user} = $1; |
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} else { |
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warn "cannot resolve user-relative path without user <$path,$base>\n"; |
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} |
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} elsif ($path =~ /^\//) { |
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# already absolute |
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} else { |
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$base =~ s{[^/]+/?$}{}; |
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return $class->new ("$base/$path"); |
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} |
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|
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for ($path) { |
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redo if s{/\.?/}{/}; |
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redo if s{/[^/]+/\.\./}{/}; |
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} |
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|
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$res{path} = $path; |
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|
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bless \%res, $class |
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} |
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|
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# the name / primary key / in-game path |
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sub as_string { |
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my ($self) = @_; |
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|
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$self->{user_rel} |
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? "~$self->{user}$self->{path}" |
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: $self->{path} |
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} |
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|
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# escape the /'s in the path |
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sub escaped_path { |
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# ∕ is U+2215 |
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(my $path = $_[0]{path}) =~ s/\//∕/g; |
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$path |
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} |
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|
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# the original (read-only) location |
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sub load_path { |
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my ($self) = @_; |
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|
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sprintf "%s/%s/%s", cf::datadir, cf::mapdir, $self->{path} |
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} |
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|
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# the temporary/swap location |
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sub save_path { |
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my ($self) = @_; |
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|
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$self->{user_rel} |
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? sprintf "%s/%s/%s/%s", cf::localdir, cf::playerdir, $self->{user}, $self->escaped_path |
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: sprintf "%s/%s/%s", cf::localdir, cf::tmpdir, $self->escaped_path |
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} |
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|
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# the unique path, might be eq to save_path |
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sub uniq_path { |
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my ($self) = @_; |
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|
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$self->{user_rel} |
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? undef |
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: sprintf "%s/%s/%s", cf::localdir, cf::uniquedir, $self->escaped_path |
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} |
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} |
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|
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sub write_runtime { |
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my $runtime = cf::localdir . "/runtime"; |
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|
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my $fh = aio_open "$runtime~", O_WRONLY | O_CREAT, 0644 |
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or return; |
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|
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my $value = $cf::RUNTIME; |
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(aio_write $fh, 0, (length $value), $value, 0) <= 0 |
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and return; |
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|
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aio_fsync $fh |
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and return; |
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|
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close $fh |
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or return; |
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|
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aio_rename "$runtime~", $runtime |
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and return; |
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|
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1 |
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} |
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|
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(Coro::async { |
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unless (write_runtime) { |
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warn "unable to write runtime file: $!"; |
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exit 1; |
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} |
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})->prio (Coro::PRIO_MAX); |
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|
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our $SCHEDULER = cf::coro { |
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while () { |
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Coro::Timer::sleep $SCHEDULE_INTERVAL; |
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|
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write_runtime |
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or warn "unable to write runtime file: $!"; |
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|
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for my $map (values %cf::MAP) { |
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eval { |
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next if $map->in_memory != cf::MAP_IN_MEMORY; |
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next if $map->players; |
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my $last_access = $map->last_access; |
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# not yet, because maps might become visible to players nearby |
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# we need a tiled meta map for this to work |
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# if ($last_access + $DEACTIVATE_TIMEOUT <= $cf::RUNTIME) { |
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# $map->deactivate; |
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# delete $map->{active}; |
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# } |
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if ($map->should_reset) { |
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$map->reset; |
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} elsif ($last_access + $SWAP_TIMEOUT <= $cf::RUNTIME) { |
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$map->swap_out; |
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Coro::Timer::sleep $SAVE_INTERVAL; |
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} elsif ($map->{last_save} + $SAVE_TIMEOUT <= $cf::RUNTIME) { |
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$map->save; |
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Coro::Timer::sleep $SAVE_INTERVAL; |
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} |
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}; |
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warn $@ if $@; |
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cede; |
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} |
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} |
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}; |
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$SCHEDULER->prio (-2); |
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|
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sub sync_job(&) { |
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my ($job) = @_; |
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|
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my $done; |
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my @res; |
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|
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Carp::confess "nested sync_job" if $cf::FREEZE; |
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|
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local $cf::FREEZE = 1; |
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|
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(Coro::async { |
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@res = eval { $job->() }; |
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warn $@ if $@; |
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$done = 1; |
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})->prio (Coro::PRIO_MAX); |
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|
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while (!$done) { |
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Coro::cede_notself; |
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Event::one_event unless Coro::nready; |
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} |
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|
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wantarray ? @res : $res[0] |
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} |
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|
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# and all this just because we cannot iterate over |
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# all maps in C++... |
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sub cf::map::change_all_map_light { |
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my ($change) = @_; |
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|
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$_->change_map_light ($change) for values %cf::MAP; |
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} |
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|
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sub try_load_header($) { |
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my ($path) = @_; |
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|
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utf8::encode $path; |
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aio_open $path, O_RDONLY, 0 |
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or return; |
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|
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my $map = cf::map::new |
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or return; |
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|
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$map->load_header ($path) |
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or return; |
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|
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$map->reset_time (0) if $map->reset_time > $cf::RUNTIME; |
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$map->reset_timeout (10);#d# |
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|
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$map->{load_path} = $path; |
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|
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$map |
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} |
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|
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sub cf::map::find_map_nb { |
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my ($path, $origin) = @_; |
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|
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warn "find_map_nb<$path,$origin>\n";#d# |
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|
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$path = ref $path ? $path : new cf::path $path, $origin && $origin->path; |
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my $key = $path->as_string; |
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|
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$cf::MAP{$key} || do { |
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# do it the slow way |
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my $map = try_load_header $path->save_path; |
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|
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if (!$map) { |
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$map = try_load_header $path->load_path |
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or return; |
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} |
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|
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$map or return; |
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|
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$map->instantiate; |
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$map->path ($key); |
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$map->{path} = $path; |
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|
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$map->per_player (0) if $path->{user_rel}; |
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|
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$map->reset if $map->should_reset; |
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|
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$cf::MAP{$key} = $map |
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} |
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} |
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|
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sub cf::map::find_map { |
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my ($path, $origin) = @_; |
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|
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$path = new cf::path $path, $origin && $origin->path; |
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my $key = $path->as_string; |
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|
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warn "find_map<$path,$origin>\n";#d# |
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|
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$cf::MAP{$key} || sync_job { |
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cf::map::find_map_nb $path; |
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} |
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} |
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|
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sub cf::map::do_load_nb { |
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my ($self) = @_; |
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|
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return 0 unless $self->in_memory == cf::MAP_SWAPPED; |
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|
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$self->in_memory (cf::MAP_LOADING); |
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|
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my $path = $self->{path}; |
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|
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$self->alloc; |
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$self->load_objects ($self->{load_path}, 1) |
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or return; |
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|
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if (my $uniq = $path->uniq_path) { |
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utf8::encode $uniq; |
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if (aio_open $uniq, O_RDONLY, 0) { |
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$self->clear_unique_items; |
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$self->load_objects ($uniq, 0); |
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} |
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} |
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|
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# now do the right thing for maps |
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$self->link_multipart_objects; |
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$self->fix_auto_apply; |
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$self->decay_objects; |
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$self->update_buttons; |
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$self->set_darkness_map; |
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$self->difficulty ($self->estimate_difficulty) |
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unless $self->difficulty; |
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$self->activate; |
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|
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$self->in_memory (cf::MAP_IN_MEMORY); |
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} |
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|
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sub cf::map::do_load { |
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my ($self) = @_; |
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|
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warn "do_load<$self>\n";#d# |
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|
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sync_job { |
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cf::map::do_load_nb $self; |
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}; |
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} |
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|
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sub cf::map::save { |
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my ($self) = @_; |
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|
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warn "saving map ", $self->path; |
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|
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my $save = $self->{path}->save_path; utf8::encode $save; |
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my $uniq = $self->{path}->uniq_path; utf8::encode $uniq; |
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|
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if ($uniq) { |
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$self->save_objects ($save, cf::IO_HEADER | cf::IO_OBJECTS); |
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$self->save_objects ($uniq, cf::IO_UNIQUES); |
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} else { |
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$self->save_objects ($save, cf::IO_HEADER | cf::IO_OBJECTS | cf::IO_UNIQUES); |
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} |
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|
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$self->{load_path} = $save; |
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$self->{last_save} = $cf::RUNTIME; |
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} |
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|
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sub cf::map::swap_out { |
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my ($self) = @_; |
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|
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return if $self->players; |
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|
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$self->save if $self->in_memory == cf::MAP_IN_MEMORY; |
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$self->clear; |
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$self->in_memory (cf::MAP_SWAPPED); |
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} |
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|
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sub cf::map::should_reset { |
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my ($map) = @_; |
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|
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# TODO: safety, remove and allow resettable per-player maps |
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return if $map->{path}{user_rel};#d# |
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return if $map->per_player; |
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return unless $map->reset_timeout; |
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|
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my $time = $map->fixed_resettime ? $map->reset_time : $map->last_access; |
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|
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$time + $map->reset_timeout < $cf::RUNTIME |
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} |
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|
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sub cf::map::reset { |
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my ($self) = @_; |
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|
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return if $self->players; |
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return if $self->{path}{user_rel};#d# |
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|
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warn "resetting map ", $self->path;#d# |
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|
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utf8::encode (my $save = $self->{path}->save_path); |
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aioreq_pri 3; IO::AIO::aio_unlink $save; |
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aioreq_pri 3; IO::AIO::aio_unlink "$save.pst"; |
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|
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$self->clear; |
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$self->in_memory (cf::MAP_SWAPPED); |
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utf8::encode ($self->{load_path} = $self->{path}->load_path); |
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} |
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|
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sub cf::object::player::enter_exit { |
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my ($ob, $exit) = @_; |
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|
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return unless $ob->type == cf::PLAYER; |
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|
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# if at login, move to interim map immediately |
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unless ($exit) { |
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# used on login only |
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$ob->enter_map ($LINK_MAP, 0, 0); |
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} |
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|
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my ($oldmap, $oldx, $oldy) = ($ob->map, $ob->x, $ob->y); |
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|
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#TODO: do this in the background, freeze the player if required |
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sync_job { |
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my ($map, $x, $y); |
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|
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unless ($exit) { |
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# used on login only(?) |
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$map = cf::map::find_map_nb $ob->contr->maplevel; |
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($x, $y) = ($ob->x, $ob->y); |
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|
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unless ($map) { |
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$map = cf::map::find_map_nb $emergency_position->[0] |
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or die "FATAL: cannot load emergency map\n"; |
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$x = $emergency_position->[1]; |
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$y = $emergency_position->[2]; |
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} |
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|
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} elsif ($exit->slaying eq "!") { |
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} else { |
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my $path = new cf::path $exit->slaying, $exit->map && $exit->map->path; |
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|
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$map = cf::map::find_map_nb $path->as_string; |
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$map = $map->customise_for ($ob) if $map; |
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($x, $y) = ($exit->stats->hp, $exit->stats->sp); |
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} |
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|
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unless ($map) { |
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$ob->message ("The exit is closed", cf::NDI_UNIQUE | cf::NDI_RED); |
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# restore original map position |
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($map, $x, $y) = ($oldmap, $oldx, $oldy); |
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} |
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|
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warn "entering ", $map->path, " at ($x, $y)\n";#d# |
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$map->do_load_nb; |
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$ob->enter_map ($map, $x, $y); |
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} |
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} |
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|
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sub cf::map::customise_for { |
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my ($map, $ob) = @_; |
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|
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if ($map->per_player) { |
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return cf::map::find_map_nb "~" . $ob->name . "/" . $map->{path}{path}; |
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} |
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|
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$map |
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} |
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|
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sub cf::map::emergency_save { |
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local $cf::FREEZE = 1; |
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|
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warn "enter emergency map save\n"; |
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|
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my $saver = async { |
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warn "begin emergency map save\n"; |
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$_->save for values %cf::MAP; |
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}; |
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$saver->prio (Coro::PRIO_MAX); |
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$saver->join; |
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|
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warn "emergency map save drain\n"; |
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Event::one_event while IO::AIO::nreqs; |
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warn "end emergency map save\n"; |
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} |
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|